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* - fixes a "collection out of sync" exception in the ODE physicsDr Scofield2009-06-252-36/+53
| | | | | | | engine, caused by an "avatar infinite position" occurring under heavy load. - fixes "value too small" exception in ChatModule
* Properly reset a vehicle's status to VEHICLE_TYPE_NONE when requestedMelanie Thielker2009-06-191-0/+1
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* From: Alan Webb <alan_webb@us.ibm.com>Dr Scofield2009-06-101-2/+2
| | | | | | | | Eat collision errors --- NOTE: this fix might be naive, it seems to have helped us getting to 81 avatars (whereas we'd crash with 20 before), but it sure would benefit from some check-over by a person skilled in the art of ODE physics.
* Formatting cleanup.Jeff Ames2009-06-106-11/+9
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* some code cleanupDahlia Trimble2009-06-061-3/+0
| | | | | | test commit with cygwin svn
* Fix comparison of UUID with null.Jeff Ames2009-06-041-1/+1
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* * Pried apart the ODE tests. This fixes mantis #3212lbsa712009-06-021-0/+0
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* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-0133-33/+33
| | | | LICENSE.txt.
* reduce verbosity of sculpt map cache messages to reporting cache failures onlyDahlia Trimble2009-05-311-2/+2
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* some clean up of sculpt map caching codeDahlia Trimble2009-05-291-5/+3
| | | | | remove a redundant debug message
* reinstate a hopefully more robust experimental decoded sculpt map caching schemeDahlia Trimble2009-05-291-3/+5
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* disable sculpt map caching until a better method of avoiding asset requests ↵Dahlia Trimble2009-05-291-5/+8
| | | | can be found
* Experimental decoded sculpt map cachingDahlia Trimble2009-05-291-17/+48
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* Revert "* Added IntegrationTest Attribute and tagged the ODETestClass"Sean Dague2009-05-271-2/+1
| | | | | | | This reverts commit 8f0096cc7b112fea8f69f391224911f624482747. To get us back to compiling on fresh checkouts.
* * Added IntegrationTest Attribute and tagged the ODETestClasslbsa712009-05-271-1/+2
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* * Upped version number to 0.6.5lbsa712009-05-256-6/+6
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* cleaning out warnings.Dr Scofield2009-05-227-170/+168
| | | | | | NOTE: we currently have a gazillion warnings caused stuff flagged as "obsolete" (OGS1 stuff) --- what's up with that?
* Sculpt mesher refactorDahlia Trimble2009-05-191-58/+98
| | | | | | | | adds some previously missing geometry to sculpties new LOD improves vertex accuracy fix torus mode mesh edge joining sync with primmesher r37
* some sculpted prim geometry accuracy and meshing speed improvementsDahlia Trimble2009-05-151-22/+7
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* Added a Copy() method to PrimMesh and SculptMesh as suggested by dmiles. ↵Dahlia Trimble2009-05-082-20/+75
| | | | Sync PrimMesher.cs and SculptMesh.cs with PrimMesher.dll r36.
* alter behavior of sculpted prim "Inside out" setting. Addresses Mantis #3514Dahlia Trimble2009-05-031-1/+1
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* some code cleanupDahlia Trimble2009-04-241-18/+0
| | | | | sync with primmesher r35
* Limit hollow size of physics proxy to 95%Dahlia Trimble2009-04-242-2/+4
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* * It turns out vehicle Angular Motor direction is always in global space.Teravus Ovares2009-04-201-7/+24
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* * Prevent a vehicle crashTeravus Ovares2009-04-201-0/+13
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* * Allow passing of material type to physics engineTeravus Ovares2009-04-203-19/+258
| | | | | * Define low friction and medium bounce for Glass
* Keep IsColliding updated for the recent changes in ScenePresence so that ↵idb2009-04-191-0/+3
| | | | walk/stand animations will get used instead of just falling
* * Rudimentary angular motor implementation for the LSL Vehicle APITeravus Ovares2009-04-192-8/+84
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* Added a "force_simple_prim_meshing" option to the ODE settings in ↵Dahlia Trimble2009-04-191-25/+18
| | | | | | | OpenSim.ini which will use meshes for collisions with simple prim shapes rather than internal ODE algorithms. This may help with Mantis #2905 and Mantis #3487 for those experimenting with capsule settings. Note that this will increase memory usage and region startup time.
* Add some documentation. (note this is *not* a thinly veiled attempt to ↵Dahlia Trimble2009-04-181-1/+3
| | | | increase my commit frequency *wink*)
* * A few fixes to the Linear MotorTeravus Ovares2009-04-171-15/+21
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* * Add Implementation of Linear Motor and Linear friction from the LSL ↵Teravus Ovares2009-04-171-9/+73
| | | | Vehicle API in Physics
* * Set some minimum values to avoid divide by zero errors.Teravus Ovares2009-04-171-0/+14
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* * Commit a few fixes to the Vehicle settingsTeravus Ovares2009-04-172-13/+67
| | | | | * Vertical Attractor servo
* * Remove some super experimental stuff in BulletDotNETPlugin since it was ↵Teravus Ovares2009-04-163-11/+18
| | | | | | | causing issues. * Tweak the ODEPrim PID a bit more.
* * Committing more BulletDotNETPlugin workTeravus Ovares2009-04-163-10/+315
| | | | | | * Tweak the LLSetStatus results in the ODEPlugin. Hopefully it's a little less unstable. * ODEPlugin is using experimental math for LLSetStatus, use with caution! :)
* * Adding some organization of vehicle type stuff in the ODEPlugin.Teravus Ovares2009-04-143-183/+535
| | | | | * Vehicles do NOT work. This is just organization and a bit of logical code to make doing vehicles easier
* * Commit a variety of fixes to bugs discovered while trying to fix the NaN ↵Teravus Ovares2009-04-141-11/+100
| | | | | | | | | singularity. * WebStatsModule doesn't crash on restart. GodsModule doesn't crash when there is no Dialog Module. LLUDPServer doesn't crash when the Operation was Aborted. * ODEPlugin does 'Almost NaN' sanity checks. * ODEPlugin sacrifices NaN avatars to the NaN black hole to appease it and keep it from sucking the rest of the world in.
* * BulletDotNETPlugin supports Axis lock (LLSetStatus) from the script engine ↵Teravus Ovares2009-04-111-2/+93
| | | | now.
* * Instead of referencing mesh stuff in the physics plugin.. change the IMesh ↵Teravus Ovares2009-04-113-17/+29
| | | | Interface. (blame prebuild)
* * Adds Physical/Active Linkset support to BulletDotNETPluginTeravus Ovares2009-04-101-108/+268
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* * Tweak the character controller some moreTeravus Ovares2009-04-102-191/+348
| | | | | | | * Add cursory integration with script engine. * LLMoveToTarget, LLSetBouyancy, LLSetStatus (Physical only), LLApplyImpulse, LLApplyTorque, LLPushObject.. etc. * Still missing linked physical active and LLSetStatus with an axis lock.
* * Whoops, never saved the BulletDotNETScene.. Last commit continued.....Teravus Ovares2009-04-091-1/+1
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* * Changes the timstep of the bullet world Teravus Ovares2009-04-092-11/+12
| | | | | | | | * Enables border crossings when using the BulletDotNETPlugin * Enabled variable time steps in BulletDotNETPlugin * Still no 'linked physical objects' yet * Still no script engine integration
* * Added finite testing to the character and object constructorTeravus Ovares2009-04-072-4/+35
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* * Added a routine to check if a PhysicsVector and Quaternion is finiteTeravus Ovares2009-04-073-45/+193
| | | | | | * Now validating input to the Physics scene and warning when something is awry. * This should help nail down that Non Finite Avatar Position Detected issue.
* * Tweak the BulletDotNETPlugin character controller so it feels more finished.Teravus Ovares2009-04-072-3/+20
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* * This fixes BulletDotNET so it can now be used on linux.Teravus Ovares2009-04-071-0/+2
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* * BulletDotNET Updates. Teravus Ovares2009-04-072-59/+219
| | | | | * Should react somewhat normally to editing, and setting physics now.
* Add copyright headers, formatting cleanup.Jeff Ames2009-04-064-4/+86
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