aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics (follow)
Commit message (Collapse)AuthorAgeFilesLines
* Merge commit '30fe66d3ab534422407415817b570a66096c543b' into bigmergeMelanie2011-10-251-3/+0
|\
| * remove unnecessary null check on _collisionEventPrimJustin Clark-Casey (justincc)2011-10-201-3/+0
| |
* | Merge commit '9c430208769ab7fd7877093e278e8fcae02ecef3' into bigmergeMelanie2011-10-251-22/+23
|\ \ | |/
| * Get OdeScene to use passed in time step rather than hard-coded 0.089Justin Clark-Casey (justincc)2011-10-201-22/+23
| | | | | | | | However, I still don't recommend changing MinFrameTime from 0.089, high values do not work well and lower values don't seem to make much difference
* | Merge commit 'b63ec987b0a1692da4c5e84facf0ea149d4cfe90' into bigmergeMelanie2011-10-252-13/+5
|\ \ | |/
| * For now, stop passing timeStep into methods where it's not actually used.Justin Clark-Casey (justincc)2011-10-202-13/+5
| |
* | Merge commit '581885da75c57250201b34e2d585d32c8f07089a' into bigmergeMelanie2011-10-251-0/+6
|\ \ | |/
| * Temporarily put in log lines to record time taken to set terrain in OdeScene.Justin Clark-Casey (justincc)2011-10-181-0/+6
| |
* | Merge commit '03202ada2918c0c0837e8de50e3a0436e4407c91' into bigmergeMelanie2011-10-252-2/+10
|\ \ | |/
| * Store scene identifier passed in to OdeScene for later debug messagesJustin Clark-Casey (justincc)2011-10-182-2/+10
| |
* | Merge commit '1d4cd76e8a8c64da71fc384ff9c654d7f4f849c1' into bigmergeMelanie2011-10-251-16/+13
|\ \ | |/
| * Don't bother taking OdeLock during OdeScene construction, since there can be ↵Justin Clark-Casey (justincc)2011-10-181-16/+13
| | | | | | | | no contention until the object is constructed.
* | Merge commit 'f10a824e47549806c1fa647c4e9fba4c8cf6ad13' into bigmergeMelanie2011-10-251-18/+13
|\ \ | |/
| * Remove unnecessary lock of OdeLock in OdePrim.changeadd()Justin Clark-Casey (justincc)2011-10-181-18/+13
| | | | | | | | This taint can only ever be processed from the OdeScene.Simulate() loop, which already locks OdeLock.
* | Merge commit '5515c45e3b42497f64f8e5846697471b1de952c5' into bigmergeMelanie2011-10-252-1/+3
|\ \ | |/
| * minor: method doc to explain a lock of OdeLockJustin Clark-Casey (justincc)2011-10-182-1/+3
| |
* | Merge commit '71d221cdc090cdedf371ead534421bb7074908cd' into bigmergeMelanie2011-10-254-97/+81
|\ \ | |/
| * Remove the unused CollisionLocker from ODEJustin Clark-Casey (justincc)2011-10-184-97/+81
| | | | | | | | Despite its name, this wasn't actually being used in any collision checking
* | Merge commit '0c041ce12f393367e2754e88d9b8dad5e45f88c4' into bigmergeMelanie2011-10-251-0/+1
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * Implement osNpcSit(). This is still in development so don't trust itJustin Clark-Casey (justincc)2011-10-171-0/+1
| | | | | | | | | | | | | | | | | | Format is osNpcSit(<npc-uuid>, <target-uuid>, OS_NPC_SIT_IMMEDIATE) e.g. osNpcSit(npc, llGetKey(), OS_NPC_SIT_IMMEDIATE); At the moment, sit only succeeds if the part has a sit target set. NPC immediately sits on the target even if miles away - they do not walk up to it. This method is in development - it may change so please don't trust it yet. Standing will follow shortly since that's kind of important once you're sitting :)
* | Merge commit '978fb3d482072d840e6280aa5acd090b67ee6205' into bigmergeMelanie2011-10-252-53/+36
|\ \ | |/
| * reduce access to ODECharacter methods to make code analysis easier. ↵Justin Clark-Casey (justincc)2011-10-152-54/+36
| | | | | | | | Eliminate redundant argument on ProcessTaints()
* | Merge commit '9cc2694776e261868138c325a82ce5481c2908ec' into bigmergeMelanie2011-10-251-19/+17
|\ \ | |/
| * restrict unnecessary access levels on ODEPrim fields/propertiesJustin Clark-Casey (justincc)2011-10-151-19/+17
| |
* | Merge commit 'f2132329a358db2c66c29501d35ef54eae8d6eed' into bigmergeMelanie2011-10-253-129/+195
|\ \ | |/
| * refactor: make methods that do not need to be public in ODE private or ↵Justin Clark-Casey (justincc)2011-10-153-129/+195
| | | | | | | | internal to aid code reading/analysis. Remove some unused method arguments
* | Merge commit '4bfc2f5cdea4b739110cae3b37945d88ad527334' into bigmergeMelanie2011-10-251-1/+1
|\ \ | |/
| * Change hardcoded ODE total frame time to match the default total frame time ↵Justin Clark-Casey (justincc)2011-10-141-1/+1
| | | | | | | | | | | | | | (0.09375 -> 0.089). No apparant ill effects - because the default stepsize is 0.2, there are still 5 physics steps per physics frame. This is a precursor to using the elapsed value passed in (and now changeable in config).
* | Merge commit '77c65951e06c1d309f2bc8f6d2451b2b9a82c9df' into bigmergeMelanie2011-10-252-88/+125
|\ \ | |/
| * Extract NullPhysicsScene from PhysicsScene to improve code readabilityJustin Clark-Casey (justincc)2011-10-142-88/+125
| |
* | Merge commit '20da04fd0c909a00c0cdc2585f242e95c868801a' into bigmergeMelanie2011-10-252-8/+33
|\ \ | |/
| * More method doc and formatting changes. Makes DestroyOdeStructures() privateJustin Clark-Casey (justincc)2011-10-132-8/+33
| |
* | Merge commit '227db07f2ff8a1ba840a0d3018bb242a34d6038f' into bigmergeMelanie2011-10-252-91/+79
|\ \ | |/
| * refactor: move 3x copy/pasted ode structure removal code in ODECharacter ↵Justin Clark-Casey (justincc)2011-10-132-91/+79
| | | | | | | | | | | | into a DestroyOdeStructures() method also adds some method doc
* | Merge commit '9090039324ecc45bf1005e719f61a80f0187cb73' into bigmergeMelanie2011-10-121-3/+0
|\ \ | |/
| * Remove unused local variable i from OdeScene.Simulate()Justin Clark-Casey (justincc)2011-10-051-3/+0
| |
* | Merge commit '1e798136c3458b8255fcb6341713bf9dbb689f4b' into bigmergeMelanie2011-10-111-2/+2
|\ \ | |/
| * adjust some whitespace to trigger another build, to check the last failure ↵Justin Clark-Casey (justincc)2011-09-171-2/+2
| | | | | | | | was just a glitch
* | Merge commit 'f95033812402aaf31a9f2f66c946165d2d79669f' into bigmergeMelanie2011-10-119-7026/+0
|\ \ | |/ | | | | | | | | | | Conflicts: OpenSim/Region/Physics/BulletDotNETPlugin/BulletDotNETCharacter.cs OpenSim/Region/Physics/BulletXPlugin/BulletXPlugin.cs prebuild.xml
| * Remove old bullet DotNET and X libraries in preparation for BulletSJustin Clark-Casey (justincc)2011-09-179-7027/+0
| | | | | | | | | | These weren't working properly anyway. You will need to rerun prebuild.sh/.bat after this commit, and maybe "nant clean" as well.
* | Merge commit '6f542f73d4aacc0b92c2ebcff84b4ce2c8d9433b' into bigmergeMelanie2011-10-111-6/+13
|\ \ | |/
| * Stop the avatar stalling on its first boarder cross when using the ODE pluginJustin Clark-Casey (justincc)2011-09-161-6/+13
| | | | | | | | | | | | When upgrading the previously child agent to a root, the code was setting the Size parameter on the ODECharacter PhysicsActor. This in turn reset Velocity, which cause the border stall. I'm fixing this by commenting out the Velocity = Vector3.Zero lines since they don't appear to play a useful purpose
* | Resolve merge commits, stage 1Tom2011-09-0439-925/+10812
|\ \ | |/
| * Use GetMeshKey from PrimitiveBaseShape.Robert Adams2011-08-292-15/+23
| |
| * Merge branch 'master' into bulletsimMic Bowman2011-08-292-67/+43
| |\
| | * Move GetMeshKey from buried inside Meshmerizer to a public method on ↵Robert Adams2011-08-281-62/+1
| | | | | | | | | | | | | | | | | | PrimitiveBaseShape Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
| | * Add level of detail specification to optionally reduce the number of ↵Robert Adams2011-08-282-5/+42
| | | | | | | | | | | | | | | | | | vertices in generated prim meshes Signed-off-by: BlueWall <jamesh@bluewallgroup.com>
| * | BulletSim: add mesh representation. Use meshes for static objects and switch ↵Robert Adams2011-08-263-129/+228
| | | | | | | | | | | | to hulls for physical objects.
| * | Merge branch 'master' into bulletsimMic Bowman2011-08-191-1/+7
| |\ \ | | |/ | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneManager.cs
| | * If SP.MoveToTarget has been called with a force walk, begin by landing the ↵Justin Clark-Casey (justincc)2011-08-111-1/+5
| | | | | | | | | | | | | | | | | | avatar. There is a bug here - once an avatar has landed it glides to its new position instead of performing a walk animation