Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Merge branch 'master' into careminster | Melanie | 2009-11-24 | 1 | -1/+1 |
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| * | * Resolves mantis 4390 http://opensimulator.org/mantis/view.php?id=4390 | Teravus Ovares (Dan Olivares) | 2009-11-23 | 1 | -1/+1 |
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* | | Merge branch 'master' into careminster | Melanie | 2009-11-23 | 2 | -4/+38 |
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| * | * Adds a test for if the collision is at the bottom of the capsule on ↵ | Teravus Ovares (Dan Olivares) | 2009-11-22 | 1 | -1/+12 |
| | | | | | | | | avatar. This prevents the 'double jump' capability that's been occurring for ages when avatar collide with prim on the side. | ||||
| * | * Added missing lock to m_forcelist when AddForce is called. When a user ↵ | Teravus Ovares (Dan Olivares) | 2009-11-22 | 1 | -3/+26 |
| | | | | | | | | | | | | dragged a prim, in some cases, it would corrupt the datatype in memory and throw spurious IndexOutOfRangeExceptions. * Physics a situation that causes physics to spew redline messages to the console forever. | ||||
* | | Merge branch 'master' into careminster | Melanie | 2009-11-21 | 1 | -1/+12 |
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| * | * Fixes the second of two terse update issues. Physical objects should react ↵ | Teravus Ovares (Dan Olivares) | 2009-11-21 | 1 | -0/+3 |
| | | | | | | | | normally again. | ||||
| * | * Fixes one of two terse update issues. There's still one left, but this ↵ | Teravus Ovares (Dan Olivares) | 2009-11-21 | 1 | -1/+9 |
| | | | | | | | | one fixes the situation where the object on the server is moving but no updates are being sent. | ||||
* | | Clean up messages in ODE | KittoFlora | 2009-11-19 | 2 | -4/+4 |
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* | | Fix merge conflicts | KittoFlora | 2009-11-16 | 2 | -10/+3 |
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* | | Merge branch 'careminster' into tests | KittoFlora | 2009-11-16 | 10 | -939/+195 |
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| * | clean up some cruft | dahlia | 2009-11-11 | 1 | -12/+2 |
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| * | minor: remove mono compiler warning | Justin Clark-Casey (justincc) | 2009-11-11 | 1 | -1/+1 |
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| * | add an overload to _SculptMesh for meshing from a list of coordinates | dahlia | 2009-11-09 | 1 | -3/+46 |
| | | | | | | | | add conditional compilation for System.Drawing dependency | ||||
| * | Following various discussions on irc and in the OpenSim dev OSGrid meeting ↵ | Justin Clark-Casey (justincc) | 2009-11-09 | 1 | -1/+1 |
| | | | | | | | | | | | | | | last week, change av_capsule_tilted to false by default This appears to now give better ODE physics response (less sinking into the ground, etc.) Please change it back if this is actually a bad idea for some reason | ||||
| * | minor: remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2009-11-09 | 2 | -2/+4 |
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| * | Merge branch 'master' of ssh://justincc@opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2009-11-03 | 7 | -918/+139 |
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| | * | Delete depricated extrusion methods and redirect to universal extrude method. | dahlia | 2009-11-02 | 1 | -833/+10 |
| | | | | | | | | | | | | Sync with PrimMesher.cs r47 on forge. | ||||
| | * | * Log progress messages when loading OAR files with a lot of assets | John Hurliman | 2009-10-29 | 4 | -72/+92 |
| | | | | | | | | | | | | | | | * Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls | ||||
| | * | Always send a time dilation of 1.0 while we debug rubberbanding issues | John Hurliman | 2009-10-28 | 1 | -1/+2 |
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| | * | Limit physics time dilation to 1.0 | John Hurliman | 2009-10-28 | 1 | -1/+1 |
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| | * | * Reduce the velocity tolerance on sending terse updates to avoid slowly ↵ | John Hurliman | 2009-10-28 | 1 | -3/+10 |
| | | | | | | | | | | | | | | | | | | drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures | ||||
| | * | Fixed a bad check on velocity in the ODE near() callback (it was only ↵ | John Hurliman | 2009-10-28 | 1 | -3/+3 |
| | | | | | | | | | | | | checking for velocity in certain directions, and was calling the get_Velocity() function three times) | ||||
| | * | Switching sculpty from CSJ2K back to OpenJPEG for now until more kinks are ↵ | John Hurliman | 2009-10-28 | 1 | -2/+6 |
| | | | | | | | | | | | | ironed out | ||||
| | * | Print the exception message when CSJ2K decoding fails for sculpty textures | John Hurliman | 2009-10-28 | 1 | -3/+3 |
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| | * | Move the calculation of time dilation from the scene to the physics engine. ↵ | John Hurliman | 2009-10-27 | 2 | -2/+14 |
| | | | | | | | | | | | | The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking | ||||
| * | | minor: remove some mono compiler warnings | Justin Clark-Casey (justincc) | 2009-11-03 | 3 | -17/+17 |
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* | | Merge branch 'vehicles' into tests | KittoFlora | 2009-10-27 | 25 | -811/+857 |
|\ \ | |/ | | | | | | | | | | | Conflicts: OpenSim/Region/Physics/Manager/PhysicsActor.cs OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | ||||
| * | * Switched from OpenJPEG to CSJ2K in Meshmerizer | John Hurliman | 2009-10-26 | 1 | -3/+1 |
| | | | | | | | | * Tested the previous patch and found no regressions | ||||
| * | Experimental change of PhysicsVector to Vector3. Untested | John Hurliman | 2009-10-26 | 25 | -800/+794 |
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| * | Added calls to GC.AddMemoryPressure() when unmanaged memory is allocated for ↵ | John Hurliman | 2009-10-26 | 1 | -0/+6 |
| | | | | | | | | ODE (helps the GC make better scheduling choices), and a call to GC.Collect() right before logins are enabled for a region. Although this doesn't change actual memory usage, it improves the reported usage from OpenSim and the operating system | ||||
| * | No need to create dupe TriMeshData for ODE. A previous patch created a ↵ | Dan Lake | 2009-10-26 | 1 | -6/+14 |
| | | | | | | | | dictionary to store unique meshes in Meshmerizer based on creation params. This patch contains a dictionary to map each of those unique meshes to its ODE TriMeshData. This eliminated hundreds of megabytes of memory consumption in the unmanaged heap when there are lots of the same prim (roof tiles, bricks, siding, decks, chairs, etc). The objects do not need to be physical to benefit from this patch. | ||||
| * | Do case-insensitive comparisons on region names in LLStandaloneLoginModule | John Hurliman | 2009-10-26 | 1 | -2/+2 |
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| * | * Changed the watchdog timer to improve the speed of UpdateThread(), only ↵ | John Hurliman | 2009-10-26 | 1 | -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 Hurliman | 2009-10-25 | 2 | -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: ↵ | dslake | 2009-10-23 | 1 | -2/+3 |
| | | | | | | | | Inconsistent locking of ODE tainted prims | ||||
| * | * Moved Copyrights above the comments in ODEPrim and ODEDynamics so they're ↵ | Teravus Ovares (Dan Olivares) | 2009-10-22 | 2 | -26/+28 |
| | | | | | | | | consistent with the rest (and so chi11ken's auto copyright adding script doesn't duplicate the copyright. | ||||
| * | Commented out instrumentation in ODEPrim.cs | KittoFlora | 2009-10-22 | 1 | -0/+8 |
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* | | llRotLookAt Pt 2 | KittoFlora | 2009-10-27 | 2 | -37/+52 |
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* | | Add llRotLookat pt1. | KittoFlora | 2009-10-26 | 11 | -24/+234 |
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* | | Commented out instrumentation in ODEPrim.cs | KittoFlora | 2009-10-22 | 1 | -0/+8 |
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* | Merge branch 'master' into vehicles | Melanie | 2009-10-22 | 3 | -6/+21 |
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| * | * Removing ODEPrim and ODECharacter GetHashCode() overrides since they were ↵ | John Hurliman | 2009-10-20 | 2 | -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 Hurliman | 2009-10-19 | 1 | -0/+4 |
| |\ | | | | | | | | | | into prioritization | ||||
| | * | Forgot {} on last commit. | Diva Canto | 2009-10-19 | 1 | -0/+2 |
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| | * | More instrumentation in physics. | Diva Canto | 2009-10-19 | 1 | -0/+2 |
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| * | | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim into ↵ | John Hurliman | 2009-10-19 | 4 | -7/+7 |
| |\ \ | | |/ | |/| | | | | prioritization | ||||
| * | | Merge branch 'prioritization' of ssh://opensimulator.org/var/git/opensim ↵ | John Hurliman | 2009-10-18 | 2 | -1/+14 |
| |\ \ | | | | | | | | | | | | | into prioritization | ||||
| | * | | A bit of instrumentation to figure out what's going on with physics actors. | Diva Canto | 2009-10-18 | 2 | -1/+14 |
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| * | | | Zero out PrimitiveBaseShape.SculptData after the JPEG2000 data has been ↵ | John Hurliman | 2009-10-18 | 1 | -0/+3 |
| |/ / | | | | | | | | | | decoded to allow garbage collection on it |