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2012-10-04Allow default animation to be stopped to be replaced with another one.Melanie2-16/+29
Fixes Mantis #6327
2012-10-04Output monitor data in response to console command on MainConsole.Instance ↵Justin Clark-Casey (justincc)1-2/+2
rather than m_log This should really be happening for all console commands (though many don't). However, things might get difficult if both a console command and other code invoke the same paths.
2012-10-04Add generic PercentageStat.Justin Clark-Casey (justincc)1-1/+1
Not yet used.
2012-10-04Add experimental "slow frames" stat, available in "show stats" and via the ↵Justin Clark-Casey (justincc)1-0/+33
monitoring module. This increments a SlowFrames counter if a frame takes over 120% of maximum time. This commit also introduces a generic OpenSim.Framework.Monitoring.Stat which is available to any code that wants to register a statistic. This is more granualar than asking objects to create their own reports. At some point this will supersede earlier IMonitor and IAlert facilities in MonitoringModule which are only available to scene code.
2012-10-03Soliciting for comments on smoothness of physics objects for this build.teravus2-8/+46
This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build. Thanks!
2012-10-03Fix the use of the wrong index when locating the assets associatedMic Bowman1-1/+2
with wearables. The fact that this hasn't caused problems earlier suggests either that no one is using multiple layers of wearables or that this code is useless because the assets are coming in with the wearables request.
2012-10-03Fix a viewer crash issueMelanie1-1/+12
Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-10-03I propose that 0.5m/step change for linear velocity is too big of a change ↵teravus1-1/+15
to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion.
2012-10-02Minor Modification, switch /2 to 0.5f in ODEPrim.Velocityteravus1-4/+4
2012-10-02Attempt to fix Mantis #6311. Honor a destination folder if one is givenMelanie1-0/+39
2012-10-02correcting typoSignpostMarv1-3/+3
2012-10-02taking into account the recent introduction of implicit operatorsSignpostMarv1-3/+1
2012-10-02added perms checking, duplicated functionality to methods that do not ↵SignpostMarv3-6/+86
require perms and have higher threat level
2012-10-02fixing copypastaSignpostMarv1-1/+1
2012-10-02implementing osDropAttachment & osDropAttachmentAtSignpostMarv5-3/+72
2012-10-02BulletSim: Make parameter value defaults match what should be the default ↵Robert Adams2-14/+14
and what is in OpenSimDefaults.ini. Comment and debug printout changes.
2012-10-02BulletSim: Add ForcePosition and ForceOrientation to BSPhysObject and to its ↵Robert Adams3-5/+64
children of BSPrim and BSCharacter.
2012-10-02BulletSim: Fix problem where box shapes were not being rebuilt if the shape ↵Robert Adams1-4/+6
type changed.
2012-10-02BulletSim: Fix linkset problem where delayed manipulations of child objects ↵Robert Adams1-10/+8
was using the child shape address at call time rather than the one created at taint time.
2012-10-02BulletSim: call ForcePosition and ForceOrientation in BSDynamics so there is ↵Robert Adams1-39/+57
no lag between what the vehicle code sees and what the physics engine is using.
2012-10-02Add Flush() method to LogWriter. Also correct line endings to Linux form.Robert Adams1-161/+170
2012-10-02BulletSim: fix the FloatOnWater code so avatars can normally go underwater.Robert Adams1-1/+1
2012-10-02BulletSim: impliment FloatOnWater OS function.Robert Adams3-22/+104
2012-10-02Correct my name in CONTRIBUTORS.txtRobert Adams1-35/+16
2012-10-02BulletSim: remove warnings for unused variables.Robert Adams3-14/+7
2012-10-02Add money event routing to the script engine.Melanie1-0/+3
2012-10-02Send money() events to the clicked prim. Reverting a change I made over a ↵Melanie1-1/+1
year ago.
2012-10-02Prevent the ExtraSettings code from crashing SQLite driven sims.Melanie1-0/+6
2012-09-30Add using clause I missedMelanie1-0/+1
2012-09-30Allow up to 12 simultaneous connections to a given endpoint rather than 2Melanie1-0/+1
2012-09-30Revert "Added request.Proxy=null everywhere, as discussed in ↵Diva Canto11-17/+6
http://stackoverflow.com/questions/2519655/httpwebrequest-is-extremely-slow." But the patch is here, in case anyone wants to try it. This reverts commit 531edd51d82ecd6a842a2611c99e9919634491ef.
2012-09-30Added request.Proxy=null everywhere, as discussed in ↵Diva Canto11-6/+17
http://stackoverflow.com/questions/2519655/httpwebrequest-is-extremely-slow. Thanks R.Gunther (rigun@rigutech.nl) https://lists.berlios.de/pipermail/opensim-users/2012-September/010986.html
2012-09-29Fire EventManager.TriggerOnAttach (and hence LSL attach event) when an ↵Justin Clark-Casey (justincc)2-14/+18
object is attached from the scene. Enables previously disabled regression test. Based on SingpostMarv's patch in http://opensimulator.org/mantis/view.php?id=6302 but I prefer a simpler approach that does not expose a resume scripts option right now.
2012-09-29Extend attachment regression test to check for appropriate attach event firing.Justin Clark-Casey (justincc)1-25/+49
This reveals that the event is not being fired when an object is attached from ground, which is incorrect. This check is temporairly disabled.
2012-09-28BulletSim: remember to release the physical body and shape when a prim is ↵Robert Adams2-16/+16
destroyed. This fixes many problems with physical linksets.
2012-09-27BulletSim: add separate runtime and taint-time linkset children lists to ↵Robert Adams3-80/+93
keep the creation of constraints separate from runtime.
2012-09-27BulletSim: rename some constraint variables to be consistant with other name ↵Robert Adams7-116/+231
use. Added callbacks for shape and body changes in GetBodyAndShape() so the linkset constraints can be picked up and restored. A better design might be to have a "prim shape changed" event. Think about that. Added constraint types to general constraint class.
2012-09-27BulletSim: remove the trailing spaces from lines to make git happierRobert Adams10-276/+275
2012-09-27BulletSim: remove the unused body management code from BSPrim. There is no ↵Robert Adams1-374/+0
going back now.
2012-09-27BulletSim: Fix linkset crash. Caused by the different body and shapeRobert Adams9-94/+182
pointers at runtime and at taint-time. Now passes the body into the taint. Vehicles zero inertia when active to eliminate Bullet's contribution to vehicle motion.
2012-09-27BulletSim: Terrain sets proper collision flags on creation.Robert Adams4-52/+56
Static objects are set to ISLAND_SLEEPING rather than DISABLE_SIMULATION. Might reconsider this and, alternatively, have dynamic objects force activation. Clean up use of DetailLog().
2012-09-27BulletSim: btGhostObjects working to make 'volume detect' work.Robert Adams7-191/+265
Rearrangement and cleanup of shape collection code. Much more readable. Enabling and use of collision filters and masks. Addition of ID to body creation BulletSimAPI calls so always set in shape for collision reporting. Change default of ShouldSplitSimulationIslands and ShouldRandomizeSolverOrder from 'false' to 'true'. When 'false', this suppresses NO_CONTACT_RESPONSE which makes volume detect fail.
2012-09-27BulletSim: renamed members of BulletShape, BulletSim and BulletBodyRobert Adams11-270/+482
so the members case is consistant. Caused modifications everywhere. New logic in BSShapeCollection to track use and sharing of shapes. I just reslized, though, that shapes cannot be shared because the shape's UserPointer is the localID of the prim and is required for tracking collisions. More changes coming. Added DuplicateCollisionShape2() to API and changed BuildNativeShape2 to take a ShapeData structure so don't have to pass so many parameters. This matches the latest version of BulletSim.dll. Additions and removal of DetailLog() statements for debugging.
2012-09-27BulletSim: fix regression that caused cylindar shapes to have a box ↵Robert Adams1-1/+9
collision shape
2012-09-27BulletSim: complete code for managed code shape and body tracking. Not debugged.Robert Adams5-130/+675
Eliminate some null exceptions created adding the above code. Add and remove some detailed logging statements.
2012-09-27BulletSim: add class and infrastructure for shape and objectRobert Adams5-39/+192
tracking in the C# code. Needed for the changing body type (to and from GhostObjects) for volumeDetect.
2012-09-27BulletSim: Convert BSCharacter to use common BSPhysObject code and variables.Robert Adams5-117/+113
Fix avatar height calculation to properly account for the capsule ends. Rearrange some locking in TerrainManager to eliminate possible race conditions. Move DetailLog() definition into common BSPhysObject class. Some variable renaming to make usage clearer (refactor.rename makes this so easy).
2012-09-27BulletSim: move a bunch of common logic out of BSPrim and BSCharacterRobert Adams7-416/+361
and into the parent class BSPhysObject. Rework collision logic to enable extra collision after done colliding. Rename 'Scene' to 'PhysicsScene' to differentiate it from the simulator 'Scene'.
2012-09-28Lock GDI+ portion og VectorRenderModule.GetDrawStringSize() to prevent ↵Justin Clark-Casey (justincc)1-6/+11
concurrent thread use provoking mono crashes. Same rationale as commit 13690582.
2012-09-27Add MaxPrimsUndo config setting to [Startup] section of OpenSim.ini.Justin Clark-Casey (justincc)5-19/+12
This controls how many undo steps the simulator will store for each prim. Default is now 20 rather than 5 as it briefly was. The default number could be increased through this is a memory tradeoff which will scale with the number of prims in the sim and level of activity.