Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Merge branch 'master' into careminster | Melanie | 2012-01-02 | 1 | -0/+1 |
|\ | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Services/Connectors/Asset/AssetServiceConnector.cs OpenSim/Services/Interfaces/IUserAccountService.cs | ||||
| * | Adding commented out log messages and some minor formatting for future bug ↵ | Justin Clark-Casey (justincc) | 2012-01-02 | 1 | -0/+1 |
| | | | | | | | | hunting. No functional changes. | ||||
* | | Merge branch 'master' of ssh://3dhosting.de/var/git/careminster | Melanie | 2011-12-24 | 1 | -2/+2 |
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| * \ | Merge branch 'master' into careminster | Melanie | 2011-12-23 | 1 | -2/+2 |
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| | * | Align default ODE_STEPSIZE with that already used through OpenSimDefaults.ini | Justin Clark-Casey (justincc) | 2011-12-22 | 1 | -2/+2 |
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* | | | Add setter for Acceleration on physics objects. | Melanie | 2011-12-24 | 2 | -0/+2 |
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* | | Merge branch 'master' into careminster | Melanie | 2011-12-22 | 10 | -34/+13 |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs | ||||
| * | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 2011-12-20 | 10 | -34/+13 |
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* | | Merge branch 'master' into careminster | Melanie | 2011-12-20 | 1 | -2/+2 |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs | ||||
| * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Diva Canto | 2011-12-20 | 1 | -1/+1 |
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| * | | Fixed bug of avie going under the terrain when crossing regions in certain ↵ | Diva Canto | 2011-12-20 | 1 | -2/+2 |
| | | | | | | | | | | | | directions. This was a 1-off bug: the terrain was being placed in 127, 127 resulting in a bounding box if -2, 256. I placed it in 128, 128 resulting in a bounding box of -1, 257. | ||||
* | | | Merge branch 'master' into careminster | Melanie | 2011-12-18 | 4 | -27/+52 |
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| * | | Comment out accidentally left in "Adding physics prim" log message | Justin Clark-Casey (justincc) | 2011-12-16 | 1 | -1/+1 |
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| * | Stop pointlessly setting the m_colliderarr[] to false in the ODECharacter ↵ | Justin Clark-Casey (justincc) | 2011-12-15 | 1 | -5/+0 |
| | | | | | | | | constructor | ||||
| * | Stop having to call SetHeight again in ScenePresence.AddToPhysicalScene() ↵ | Justin Clark-Casey (justincc) | 2011-12-15 | 3 | -18/+25 |
| | | | | | | | | | | | | when we've already passed size information to the avatar at PhysicsScene.AddAvatar() Eliminate some copypasta for height setting in OdeCharacter | ||||
| * | Code cleanup related to ScenePresence.PhysicsActor and OdeScene/OdeCharacter | Justin Clark-Casey (justincc) | 2011-12-15 | 2 | -8/+24 |
| | | | | | | | | | | | | Stop hiding RemoveAvatar failure, add log messages when characters are removed through defects or re-added unexpectedly. Add commented out log lines for future use. Use automatic property for PhysicsActor for better code readability and simplicity | ||||
| * | minor: add some currently commented log lines for use in debugging | Justin Clark-Casey (justincc) | 2011-12-14 | 1 | -1/+8 |
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* | | Merge branch 'master' into careminster | Melanie | 2011-12-14 | 1 | -58/+20 |
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| * | Simplify some manipulation of _taintedActors in OdeScene | Justin Clark-Casey (justincc) | 2011-12-14 | 1 | -13/+6 |
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| * | Eliminate _taintedPrimsH and _taintedPrimsL (and _taintedPrimLock) in favour ↵ | Justin Clark-Casey (justincc) | 2011-12-14 | 1 | -45/+14 |
| | | | | | | | | | | | | of just a _taintedPrims HashSet. There's no point maintaining a list because any pending taint operations are all carried out in the same call anyway. | ||||
* | | Merge branch 'master' into careminster | Melanie | 2011-12-14 | 1 | -2/+1 |
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| * | minor: remove pointless comment from OdeScene.cs | Justin Clark-Casey (justincc) | 2011-12-12 | 1 | -2/+1 |
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* | | Merge branch 'master' into bigmerge | Melanie | 2011-12-01 | 1 | -9/+6 |
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| * | minor: remove mono compile warning, a Vector3 can never be null since it's a ↵ | Justin Clark-Casey (justincc) | 2011-11-29 | 1 | -9/+6 |
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* | | Merge branch 'master' into bigmerge | Melanie | 2011-11-28 | 3 | -8/+8 |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs | ||||
| * | remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2011-11-25 | 3 | -8/+8 |
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* | | Merge branch 'master' into bigmerge | Melanie | 2011-11-24 | 5 | -539/+525 |
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| * | Log error if we attempt to add/remove an OdeCharacter from the _characters ↵ | Justin Clark-Casey (justincc) | 2011-11-22 | 1 | -23/+33 |
| | | | | | | | | list inappropriately | ||||
| * | Stop removing actor from the hash maps in OdeScene.RemoveCharacter() since ↵ | Justin Clark-Casey (justincc) | 2011-11-22 | 1 | -6/+1 |
| | | | | | | | | this is now being down in OdeCharacter.DestroyOdeStructures() | ||||
| * | Comment out uncalled OdeScene.UnCombine() | Justin Clark-Casey (justincc) | 2011-11-22 | 2 | -66/+60 |
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| * | slightly simplify OdeScene.Simulate() by removing bool processtaints, since ↵ | Justin Clark-Casey (justincc) | 2011-11-22 | 3 | -141/+128 |
| | | | | | | | | | | | | we can inspect count of taint lists instead. also groups OdeCharacter.CreateOdeStructures() and DestroyOdeStructures() together | ||||
| * | Slightly improve "Unable to space collide" logging message, though I don't ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -1/+2 |
| | | | | | | | | think I've ever seen this. | ||||
| * | Get rid of OdeCharacter != null checks since OdeScene._characters can never ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -17/+4 |
| | | | | | | | | | | | | contain a null character. Ignoring the ancient code glyphs not to do this.... | ||||
| * | remove unnecessary OdeScene._activeprims locking. Code is single-threaded | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -53/+46 |
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| * | Restore defects list. In hindsight, the reason for this is becuase we can't ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 2 | -92/+112 |
| | | | | | | | | | | | | remove the character whilst iterating over the list. This commit also removes locking on OdeScene._characters since code is single threaded | ||||
| * | simplify operation of OdeScene._perloopContact | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -45/+51 |
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| * | don't bother locking OdeScene._perloopContact in single threaded code | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -47/+42 |
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| * | don't lock OdeScene.contacts since only ever accessed by a single thread | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -10/+24 |
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| * | rename ODECharacter.AvatarGeomAndBodyCreation() -> CreateOdeStructures() to ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -8/+10 |
| | | | | | | | | match existing DestroyOdeStructures() | ||||
| * | refactor: Eliminate one line ODECharacter.doForce() method for code clarity | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -15/+3 |
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| * | Comment out calls to OdeScene.waitForSpaceUnlock() since that method does ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 3 | -23/+24 |
| | | | | | | | | nothing right now | ||||
| * | Reduce complexity of OdeScene.Simulate() by fully removing bad characters at ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 2 | -70/+29 |
| | | | | | | | | point of detection rather than later on. | ||||
| * | move geom/actor map maintenance into ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 2 | -10/+9 |
| | | | | | | | | | | | | DestroyODEStructures()/AvatarGeomAndBodyCreation(). This saves us having to do it separately when a character capsule size is changed | ||||
| * | When changing avatar size in ODE, remove the old actor from the name and ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 2 | -8/+14 |
| | | | | | | | | actor maps | ||||
| * | When an ODECharacter is removed (e.g. when an avatar leaves a scene), remove ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 2 | -10/+23 |
| | | | | | | | | | | | | the actor reference in OdeScene.actor_name_map rather than leaving it dangling. This also largely centralizes adds/removes in OdeScene.AddCharacter()/RemoveCharacter() | ||||
| * | Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 3 | -9/+14 |
| | | | | | | | | maintaining their own properties | ||||
| * | Actually remove PhysicsActor.SOPDescription this time | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -1/+3 |
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| * | Instead of generating a new list for bad characters on every physics pass, ↵ | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -3/+12 |
| | | | | | | | | keep reusing the same list. | ||||
* | | Merge branch 'master' into bigmerge | Melanie | 2011-11-17 | 6 | -65/+68 |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs | ||||
| * | Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their ↵ | Justin Clark-Casey (justincc) | 2011-11-16 | 6 | -41/+29 |
| | | | | | | | | | | | | | | own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday |