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* add some missing GC.RemoveMemoryPressure()UbitUmarov2015-12-091-0/+2
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* BulletSim: fix collision sound calculation. Modify some routines to makeRobert Adams2015-11-304-20/+27
| | | | | | collider and collidee clearer. Also fix (when did it break?) avatars not moving if standing on a moving object. Now friction will move avatars if standing on a disc or the top of a train.
* let Bullet do collision sounds (RAdams plz fix the relative speed)UbitUmarov2015-11-291-1/+8
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* let old ODE trigger collision sounds like ubOdeUbitUmarov2015-11-282-2/+21
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* add a nasty global lock, ode.dll requires on multi regions per instance ( ↵UbitUmarov2015-11-271-5/+8
| | | | also make sure ninjaJoints are disabled
* add thread allocation calls for new ode.dll (old ode)UbitUmarov2015-11-212-16/+25
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* some cleanup, allow cast rays to collide with terrain within limited range ↵UbitUmarov2015-11-213-366/+8
| | | | (old ode)
* remove some compile warnings increasing total number by 2UbitUmarov2015-11-212-2/+2
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* stop the Vehicle AFTER fixing position not before, bc stop code also ↵UbitUmarov2015-11-201-6/+5
| | | | updates position (old ode)
* stop a Vehicle on a failed region cross (or empty border) (old ode)UbitUmarov2015-11-202-0/+13
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* remove Ode.Net - missing file. ( old ode may be broken now)UbitUmarov2015-11-201-0/+2025
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* remove the hard to maintain Ode.Net wrapper only in use by old odeUbitUmarov2015-11-208-290/+33
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* ubOde: add threading related calls new ode.dll may need. Hope this doesn't ↵UbitUmarov2015-11-202-4/+23
| | | | break with current linux ode library
* minor: reset character collision flags, even if without a BodyUbitUmarov2015-11-121-2/+6
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* add some safeguard checksUbitUmarov2015-11-121-3/+4
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* rename MinFrameTime as FrameTime, since it is not a minimum but a target ↵UbitUmarov2015-11-081-1/+1
| | | | value; retune its value a bit so reported FPS is closer to integer value; change ode step size acording to reduce jitter in phys FPS; Make Statistics Scaling factor (fludge factor) configurable. (legacy default of 5.0 in code)
* change maximum angular velocity to a value derived from heartbeat rate and ↵UbitUmarov2015-11-082-7/+11
| | | | Nyquist.
* fix wrong condition to set low angular velocity as Zero.UbitUmarov2015-11-081-4/+4
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* add a console/log warning about large physics meshs on ubOde that can have ↵UbitUmarov2015-11-051-0/+6
| | | | negative impact on region load
* Merge branch 'master' into avinationmergeUbitUmarov2015-11-012-1/+2
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Framework/AvatarAppearance.cs OpenSim/Framework/Servers/ServerBase.cs OpenSim/Framework/VersionInfo.cs OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs OpenSim/Region/PhysicsModules/Ode/OdeScene.cs OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs OpenSim/Services/HypergridService/GatekeeperService.cs OpenSim/Services/Interfaces/IAvatarService.cs OpenSim/Services/LLLoginService/LLLoginService.cs
| * On to 0.8.3!Diva Canto2015-10-183-3/+3
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| * fix GetTerrainHeightAtXY also on master. Fix wrong active angularlock ↵UbitUmarov2015-10-172-281/+9
| | | | | | | | detection (it was only burning cpu), stop trying to add a amotor to each child part and fix a typo.
| * Typos in commentsDiva Canto2015-09-062-2/+2
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* | let ode also finish internal representation of prim actors, before simulationUbitUmarov2015-10-221-0/+40
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* | Make physics engines finish internal representation of loaded prims before ↵UbitUmarov2015-10-222-4/+5
| | | | | | | | starting simulation so it does start for all at same time. Currently only in use by ubOde
* | rename terrain for opensim and respective configuration flag that a future ↵UbitUmarov2015-10-223-34/+37
| | | | | | | | costumized ODE library may have
* | update ubOde hashspaces levelsUbitUmarov2015-10-211-3/+3
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* | we do not have prims with size 2^128, missing fileUbitUmarov2015-10-211-11/+6
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* | fix or remove some wrong ODE configuration settingsUbitUmarov2015-10-211-34/+7
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* | remove the use of Vector3 for axis locks on the rest of enginesUbitUmarov2015-10-217-26/+13
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* | the inertia matrix inversions and body inertia changes to implement axis ↵UbitUmarov2015-10-211-288/+59
| | | | | | | | locks need to be avoid, so use ubOde axis locks code. Hopefully this will not cause incompatibilities
* | stop using a vector3 to store axis locks 3bit flags also in odeUbitUmarov2015-10-202-56/+47
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* | stop using a vector3 to store axis locks 3bit flags in ubOdeUbitUmarov2015-10-202-38/+46
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* | move ugly convertion of axis locks 3 bit flags to a wasted vector3 down to ↵UbitUmarov2015-10-201-1/+14
| | | | | | | | PhysicsActor. Let engines use LockAngularMotion with either Vector3 argument or byte
* | On to 0.8.3!Diva Canto2015-10-183-3/+3
| | | | | | | | | | Conflicts: OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs
* | stop a object when making it not physicalUbitUmarov2015-10-181-2/+9
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* | Fix wrong active angularlock detection (it was only burning cpu), stop ↵UbitUmarov2015-10-172-16/+11
| | | | | | | | trying to add a amotor to each child prim and stop using unnecessary trimeshcallbacks
* | fix GetTerrainHeightAtXY for large regions. Also change ode dispose()UbitUmarov2015-10-171-386/+30
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* | bug fix. Some rare meshs reported as having +-infinity dimensionsUbitUmarov2015-10-151-6/+28
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* | More exception catching in ODE at shutdown. Not sure why the exception happens.Diva Canto2015-10-141-1/+10
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* | Fixed exception upon shutting down in plain ODE.Diva Canto2015-10-141-2/+5
| | | | | | | | | | 09:49:57 - [SHUTDOWN]: Ignoring failure during shutdown - System.NullReferenceException: Object reference not set to an instance of an object. at OpenSim.Region.PhysicsModule.ODE.OdeScene.Dispose() in f:\dev\opensim-core\OpenSim\Region\PhysicsModules\Ode\OdeScene.cs:line 4062
* | fix a typo..UbitUmarov2015-10-141-1/+0
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* | bug fix, and make Mesh-Mesh and Mesh-Terrain collisions a lot softerUbitUmarov2015-10-141-68/+74
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* | reduce jitter due to viewer interpolators on objects that are really almost ↵UbitUmarov2015-10-131-37/+87
| | | | | | | | at rest
* | change fps and dilation (still something not that usefull). make collisions ↵UbitUmarov2015-10-131-86/+77
| | | | | | | | a bit less explosive.., do changes on own time limited loop and not on simulation loop, ...
* | rename UbitMeshmerizer class as ubMeshmerizerUbitUmarov2015-10-131-1/+1
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* | detect a fully degenerated mesh and avoid using it and so crashing ubOdeUbitUmarov2015-10-122-1/+18
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* | use System.IO.Compression.DeflateStream for mesh decompression like master, ↵UbitUmarov2015-10-111-9/+9
| | | | | | | | since ACE zlib does seem to fail to decompress some meshs present at OSG, (possible same issue happens with map with option to draw prims)
* | display prim name, if unzip of selected phsyics mesh part fails on ↵UbitUmarov2015-10-111-1/+1
| | | | | | | | ubMeshmerizer ( thx Dan)
* | Implement an overridable implementation of PhysicsActor.SetVehicle()Robert Adams2015-10-022-2/+103
| | | | | | | | | | | | | | that works for all physics engines. BulletSim: implement an optimized version of SetVehicle() that still uses the vehicle code to do bounds checking but does it in one taint operation.