Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | Align default ODE_STEPSIZE with that already used through OpenSimDefaults.ini | Justin Clark-Casey (justincc) | 2011-12-22 | 1 | -2/+2 |
| | |||||
* | Remove unused SetAcceleration and add set on Acceleration parameter | Dan Lake | 2011-12-20 | 10 | -34/+13 |
| | |||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Diva Canto | 2011-12-20 | 1 | -1/+1 |
|\ | |||||
| * | Comment out accidentally left in "Adding physics prim" log message | Justin Clark-Casey (justincc) | 2011-12-16 | 1 | -1/+1 |
| | | |||||
* | | 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. | ||||
* | 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 |
| | |||||
* | Simplify some manipulation of _taintedActors in OdeScene | Justin Clark-Casey (justincc) | 2011-12-14 | 1 | -13/+6 |
| | |||||
* | 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. | ||||
* | minor: remove pointless comment from OdeScene.cs | Justin Clark-Casey (justincc) | 2011-12-12 | 1 | -2/+1 |
| | |||||
* | 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 |
| | | | | struct | ||||
* | remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2011-11-25 | 3 | -8/+8 |
| | |||||
* | 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 |
| | |||||
* | 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 |
| | |||||
* | 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 |
| | |||||
* | don't bother locking OdeScene._perloopContact in single threaded code | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -47/+42 |
| | |||||
* | don't lock OdeScene.contacts since only ever accessed by a single thread | Justin Clark-Casey (justincc) | 2011-11-21 | 1 | -10/+24 |
| | |||||
* | 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 |
| | |||||
* | 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 |
| | |||||
* | 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. | ||||
* | 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 | ||||
* | Instead of having scene add/remove collision events directly to the OdeScene ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -20/+38 |
| | | | | | | | | | collision event dictionary, marshall them via a change dictionary first. This is to avoid a complicated tri-thread deadlock on region crossing for avatars with attachments, where 1) XEngine starting up scripts can lock XEngine.m_Scripts and then try to lock OdeScene._collisionEventPrim while starting up a script due to avatar border crossing 2) An existing collision event will lock OdeScene._collisionEventPrim and then try to lock SP.m_attachments while trying to send the collision event to attachments 3) The avatar still entering the region will lock SP.m_attachments and then try to lock m_Scripts to start more attachment scripts. | ||||
* | use a more efficient dictionary in OdeScene._collisionEventPrim rather than ↵ | Justin Clark-Casey (justincc) | 2011-11-15 | 1 | -7/+4 |
| | | | | a list | ||||
* | Add comment for experimental effect of removing the Thread.Sleep(20) in ↵ | Justin Clark-Casey (justincc) | 2011-11-04 | 2 | -1/+4 |
| | | | | ODEPrim.changevelocity() | ||||
* | Stop llPushObject() from causing problems by adding force via a taint rather ↵ | Justin Clark-Casey (justincc) | 2011-11-04 | 1 | -2/+25 |
| | | | | | | | than directly. This isn't a perfect solution since there can be a race between the taint processing and taint setting, as force needs to be reset after processing. Needs careful locking in the future. | ||||
* | Add taint target velocity for ODECharacters as is already done for ↵ | Justin Clark-Casey (justincc) | 2011-10-29 | 1 | -7/+12 |
| | | | | | | | ODECharacter position and position and velocity for ODEPrims. This is to help stop surprises if the velocity is set in the middle of physics calculations, though this probably isn't a huge problem. It's more for consistency and for the next step of removing some scene locks | ||||
* | tidy up OdeCharacter so that we just use OpenMetaverse.Vector3 assignment ↵ | Justin Clark-Casey (justincc) | 2011-10-29 | 1 | -51/+39 |
| | | | | | | directly where possible, instead of transferring X, Y and Z components separately some of this is probably a hold over from using ODE.Vector3, which is still necessary in some places. | ||||
* | Move position set from taint to logically better position at top of ↵ | Justin Clark-Casey (justincc) | 2011-10-29 | 1 | -12/+12 |
| | | | | ODECharacter.ProcessTaints() though this makes no practical difference | ||||
* | Stop setting _position as well as m_taint_position in ODECharacter.Position | Justin Clark-Casey (justincc) | 2011-10-29 | 1 | -4/+1 |
| | | | | | setting position at the same time as taint appears to undermine the whole purpose of taint testing doesn't reveal any obvious regressions in doing this | ||||
* | Fix a bug I introduced yesterday in ODE physics where prim scripts would ↵ | Justin Clark-Casey (justincc) | 2011-10-27 | 2 | -1/+24 |
| | | | | only receive the very first collision. | ||||
* | Clear OdeCharacter CollisionEventUpdate when we subscribe or unsubscribe ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -0/+2 |
| | | | | from collision events | ||||
* | Remove unused fields from CollisionEventUpdate | Justin Clark-Casey (justincc) | 2011-10-25 | 5 | -28/+10 |
| | |||||
* | Get rid of the pointless null checks on collision listeners. Add warning ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 1 | -0/+6 |
| | | | | about synchronicity for PhysicsActor.OnCollisionUpdate event doc | ||||
* | When sending object collision updates, don't null out and recreate the ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 2 | -13/+8 |
| | | | | CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead. | ||||
* | For ScenePresence collision events, instead of creating a new ↵ | Justin Clark-Casey (justincc) | 2011-10-25 | 2 | -5/+11 |
| | | | | | | CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead. This assumes that the listener is using the data synchronously, which is currently the case. |