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* * Changed the watchdog timer to improve the speed of UpdateThread(), only ↵John Hurliman2009-10-261-2/+6
| | | | | | track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later * Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
* Changing Scene.ForEachClient to use the synchronous for loop instead of ↵John Hurliman2009-10-252-1/+4
| | | | | | | | | | Parallel. This is quite possibly the source of some deadlocking, and at the very least the synchronous version gives better stack traces * Lock the LLUDPClient RTO math * Add a helper function for backing off the RTO, and follow the optional advice in RFC 2988 to clear existing SRTT and RTTVAR values during a backoff * Removing the unused PrimitiveBaseShape.SculptImage parameter * Improved performance of SceneObjectPart instantiation * ZeroMesher now drops SculptData bytes like Meshmerizer, to allow the texture data to be GCed * Improved typecasting speed in MySQLLegacyRegionData.BuildShape() * Improved the instantiation of PrimitiveBaseShape
* Patch from dslake http://opensimulator.org/mantis/view.php?id=4291 0004291: ↵dslake2009-10-231-2/+3
| | | | Inconsistent locking of ODE tainted prims
* * Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're ↵Teravus Ovares (Dan Olivares)2009-10-222-26/+28
| | | | consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright.
* Commented out instrumentation in ODEPrim.csKittoFlora2009-10-221-0/+8
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* Merge branch 'master' into vehiclesMelanie2009-10-223-6/+21
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| * * Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵John Hurliman2009-10-202-10/+0
| | | | | | | | | | | | based on something that could change * Tweaked a few other GetHashCode() overrides to bring them in line with MSDN recommendations
| * Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵John Hurliman2009-10-191-0/+4
| |\ | | | | | | | | | into prioritization
| | * Forgot {} on last commit.Diva Canto2009-10-191-0/+2
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| | * More instrumentation in physics.Diva Canto2009-10-191-0/+2
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| * | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵John Hurliman2009-10-194-7/+7
| |\ \ | | |/ | |/| | | | prioritization
| * | Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵John Hurliman2009-10-182-1/+14
| |\ \ | | | | | | | | | | | | into prioritization
| | * | A bit of instrumentation to figure out what's going on with physics actors.Diva Canto2009-10-182-1/+14
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| * | | Zero out PrimitiveBaseShape.SculptData after the JPEG2000 data has been ↵John Hurliman2009-10-181-0/+3
| |/ / | | | | | | | | | decoded to allow garbage collection on it
* | | Merge branch 'master' into vehiclesMelanie2009-10-195-9/+51
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| * | Formatting cleanup.Jeff Ames2009-10-194-7/+7
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| * | * One more tweak to inform the user that they may not be able to move until ↵Teravus Ovares (Dan Olivares)2009-10-161-1/+1
| | | | | | | | | | | | relogging.
| * | * After seeing it repeat over and over again.. again, We won't inform the ↵Teravus Ovares (Dan Olivares)2009-10-161-1/+1
| |/ | | | | | | scenepresence that there was an issue so it doesn't try to make the capsule again. I have a feeling that this is some kind of object leak. We'll know for sure.. soon.
| * * One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵Teravus Ovares (Dan Olivares)2009-10-162-1/+22
| | | | | | | | it will definitely get us closer to the root cause.
| * * Added a message for when the null reference exception occurs to make ↵Teravus Ovares (Dan Olivares)2009-10-161-3/+4
| | | | | | | | debugging easier. Without this, from the user's perspective.. they cannot move, fly or otherwise do anything physical and without a message on the console, it would be hard to tell that this is what is occurring.
| * * A hacky attempt at resolving mantis #4260. I think ODE was unable to ↵Teravus Ovares (Dan Olivares)2009-10-161-2/+22
| | | | | | | | | | | | allocate memory, and therefore the unmanaged wrapper call fails or worse.. there's some unmanaged resource accounting in the ODEPlugin for ODECharacter that isn't being done properly now. * The broken avatar may not be able to move, but it won't stop simulate from pressing on now. And, the simulator will try to destroy the avatar's physics proxy and recreate it again... but if this is what I think it is, it may not help.
* | Merge branch 'master' into vehiclesMelanie2009-10-151-1/+1
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| * * Eliminated unnecessary parameters from LLUDPServer.SendPacketData()John Hurliman2009-10-131-1/+1
| | | | | | | | * Changed PrimMesher's Quat.Identity to return <0,0,0,1> instead of <0,0,0,1.1>
* | Merge branch 'master' into vehiclesMelanie2009-10-124-21/+784
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| * Optimize ODE mesh by removing sleep. On a region with 100,000 prims and ODE ↵unknown2009-10-121-1/+1
| | | | | | | | enabled, the first Heartbeat loop call to UpdatePhysics takes 20 minutes. 75% of that time is spent in this sleep. (100k prims * 10ms)
| * sync PrimMesher with r46dahlia2009-10-112-19/+782
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| * disambiguate System.Path (preparation for new PrimMesher)dahlia2009-10-111-1/+1
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* | Merge branch 'master' into vehiclesMelanie2009-10-122-2/+17
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| * * comment out the velocity test, using updates every 500 ms as set in ↵Teravus Ovares (Dan Olivares)2009-10-101-0/+3
| | | | | | | | | | | | | | ScenePresence.AddToPhysicalScene. * This causes time to be counted in ODECharacter and, when a collision occurs, the physics scene will report the collisions only if the the difference of last time it reported the collisions from now was more then the set ms. * This is cool because the time accrues while collisions are not taking place and when they do take place again, you get an immediate update.
| * * Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)2009-10-102-2/+14
| | | | | | | | * Set the Scene collision update time to 500 ms
* | Correct a build break caused by an optimization in trunkMelanie2009-10-071-1/+1
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* | Merge branch 'master' into vehiclesMelanie2009-10-061-5/+2
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| * minor: remove mono compile warningJustin Clark-Casey (justincc)2009-10-051-5/+2
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* | Merge branch 'master' into vehiclesMelanie2009-10-054-69/+124
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| * Eliminate pinned Mesh data on managed heap by using IntPtrs to memory ↵Dan Lake2009-10-053-61/+120
| | | | | | | | allocated on the unmanaged heap. This prevents fragmentation of the managed heap and the resulting stress on GC. A region with ~150,000 prims using ODE and Meshmerizer saw memory remain flat around 1.2GB as opposed to 1.5GB and continually growing due to pinned memory. This patch complements the unique mesh dictionary patch applied to Meshmerizer but is independent. The net effect is a 60-75% reduction in memory for our largest regions.
| * only cache mesh if meshing was successfuldahlia2009-10-041-8/+4
| | | | | | | | re-enable sculpt mesh caching
* | Merge branch 'master' into vehiclesMelanie2009-10-051-7/+24
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| * flexible extrusion shape defaults to lineardahlia2009-10-041-1/+1
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| * Exclude sculpt proxies from mesh cachingdahlia2009-10-041-6/+23
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* | Merge branch 'master' into vehiclesMelanie2009-10-021-0/+14
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| * Merge branch 'master' into diva-texturesMelanie2009-10-0213-263/+341
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| * | Create j2k cache directory if it doesn't exist. The Meshmerizer needs it there.Diva Canto2009-09-301-0/+14
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* | | Merge branch 'master' into vehiclesMelanie2009-10-018-20/+12
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| * | Formatting cleanup.Jeff Ames2009-10-011-2/+2
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| * | Formatting cleanup.Jeff Ames2009-10-015-10/+10
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| * | Add copyright header. Formatting cleanup.Jeff Ames2009-09-292-2/+2
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* | | Merge branch '0.6.7-post-fixes' into vehiclesKitto Flora2009-09-306-191/+257
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| * | corrections to viewerMode AddPos()dahlia2009-09-252-1/+40
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| * | Meshmerizer stores dictionary of unique Meshes keyed on construction ↵Dan Lake2009-09-243-78/+95
| | | | | | | | | | | | | | | | | | parameters. CreateMesh() returns a Mesh from the dictionary or creates a new Mesh if it has not been created before. Meshes are never purged from the dictionary. The raw Mesh data is discarded once the memory is pinned for ODE use. All copies of the same prim/mesh use the same pinned memory. ONLY IMPLEMENTED AND TESTED WITH MESHMERIZER AND ODE Signed-off-by: dahlia <dahliaTrimble@gmailDotCom>
| * | modify BulletDotNETPrim.cs in preparation for Mantis #4181dahlia2009-09-241-112/+122
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