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* BulletSim: add copyright header where it is missing. Remove some unnecessary ↵Robert Adams2012-11-292-3/+31
| | | | 'using' requirements so testing framework is less complicated.
* BulletSim: add expanded call to IMesher/Meshmerizer which enables/disables ↵Robert Adams2012-11-294-10/+26
| | | | mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh.
* BulletSim: reverse direction of hover correction. Removes problem with ↵Robert Adams2012-11-291-8/+8
| | | | vehicles being orbited.
* BulletSim: fix boats floating low by removing LIMIT_MOTOR_UP flag from ↵Robert Adams2012-11-281-3/+15
| | | | TYPE_BOAT definition.
* BulletSim: move GetWaterLevelAtXYZ from BSScene to BSPhysTerrain.Robert Adams2012-11-287-22/+63
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* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-11-273-4/+66
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| * Stop logging spurious asset data for {0} is zero length error for sculpts/meshJustin Clark-Casey (justincc)2012-11-282-1/+9
| | | | | | | | | | | | | | | | ODEPrim, for instance, always hits this code path twice at the moment Firstly before any sculpt data has been loaded (hence the spurious message) Secondly when any sculpt data has been loaded or failed to load (when the message would be valid). Hence comment this out and rely on the message in ODEPrim.MeshAssetReceived() instead (though this is not ideal since it requires all physics plugins to copy/paste similar code).
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-11-284-205/+296
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| * | Show many more primitive properties on console command "show part name/id/pos"Justin Clark-Casey (justincc)2012-11-281-3/+57
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* | | Bug fix in Offline IM for inventory transfers. The items were being placed ↵Diva Canto2012-11-271-11/+15
| |/ |/| | | | | twice in the receiver's inventory.
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-11-2780-1991/+2502
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| * | BulletSim: reorganize linear movement routine into separate subroutines ↵Robert Adams2012-11-271-58/+79
| | | | | | | | | | | | enabling external calibration routines and unit tests.
| * | BulletSim: fix terrain mesh generation for problem with regions that have ↵Robert Adams2012-11-271-6/+16
| | | | | | | | | | | | unequal edge heights. Thanks UBit.
| * | BulletSim: reorganize angular movement routine into separate subroutines ↵Robert Adams2012-11-271-95/+114
| | | | | | | | | | | | enabling external calibration routines and unit testing.
| * | BulletSim: implementation of vertical attraction motor.Robert Adams2012-11-271-41/+62
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| * | BulletSim: add 'infinite' timescale that does not reduce motor target or ↵Robert Adams2012-11-271-10/+27
| |/ | | | | | | friction.
| * BulletSim: increase vehicle stability by suppressing Bullet's update to ↵Robert Adams2012-11-264-59/+26
| | | | | | | | angular velocity.
| * BulletSim: use m_angularMotor to do the basic movement. Add the setting of ↵Robert Adams2012-11-251-60/+64
| | | | | | | | same. Rename the angular forces and add comments to match MoveAngular to the form of MoveLinear.
| * BulletSim: up the vehicle angular damping to 0.95. Still trying to overcome ↵Robert Adams2012-11-251-2/+2
| | | | | | | | the movement added by Bullet.
| * BulletSim: organize MoveLinear code for understandability. Make ↵Robert Adams2012-11-251-89/+40
| | | | | | | | LIMIT_MOTOR_UP contribution a velocity and not a force.
| * BulletSim: add ToString override to BSVMotor.Robert Adams2012-11-251-1/+6
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| * BulletSim: add BSVMotor as BSDynamics linear motor.Robert Adams2012-11-252-27/+74
| | | | | | | | | | | | | | | | | | | | | | Properly limit *_MOTOR_DECAY_TIMESCALE to 120 as per specs. Invode BSDynamics.Refresh() when vehicle type is changed. Previously the vehicle properties weren't getting set because the physical properties were set before the vehicle type was set. Add a "use name" to BSMotors for identification while debugging. Correct current and target confusion in BSVMotor design. Rename CurrentValueReductionTimescale to FrictionTimescale. Event more detailed logging.
| * BulletSim: clean up TODO list. It is kept somewhere wlse that should be more ↵Robert Adams2012-11-252-18/+17
| | | | | | | | public. Add error logging for the detail log writer so a message is output when it cannot write to the specified logging directory. Modify friction defaults to be closer to ODE's values. Add new collision margin and vehicle angular damping parameters.
| * BulletSim: small change to add position correction force with AddForce ↵Robert Adams2012-11-252-16/+22
| | | | | | | | rather than just storing it in the variable
| * BulletSim: complete vector motor. Correct line endings.Robert Adams2012-11-251-104/+129
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| * BulletSim: add terrain collision margin and vehicle angular dampingRobert Adams2012-11-251-0/+7
| | | | | | | | | | parameters to the parameter block. New API call for setting collision margin.
| * BulletSim: add parameter for terrain collision margin.Robert Adams2012-11-253-54/+45
| | | | | | | | Add locking around unlikely but possible race conditions on terrain list.
| * BulletSim: Add tables and initialization for different attributes for ↵Robert Adams2012-11-252-0/+198
| | | | | | | | different materials. For the moment, the per material tables are not used.
| * Combine TestDeleteSceneObjectAsync() with TestDeRezSceneObject() as they are ↵Justin Clark-Casey (justincc)2012-11-243-106/+83
| | | | | | | | | | | | functionally identical. Move TestDeleteSceneObjectAsync() and TestDeleteSceneObjectAsyncToUserInventory() from SceneObjectBasicTests -> SceneObjectDeRezTests
| * Fix regression TestDeleteSceneObjectAsyncToUserInventory by adding a ↵Justin Clark-Casey (justincc)2012-11-241-7/+12
| | | | | | | | BasicInventoryAccessModule() and re-enable in test suite.
| * Consistenly make NUnit test cases inherit from OpenSimTestCase which ↵Justin Clark-Casey (justincc)2012-11-2444-45/+46
| | | | | | | | automatically turns off any logging enabled between tests
| * In ArchiverTests, use the local instantiated SceneManager rather than ↵Justin Clark-Casey (justincc)2012-11-241-20/+7
| | | | | | | | potentially cross-contaminating tests by relying on the static SceneManager.Instance
| * Fix bug where loading an OAR with a deeded parcel would always set the ↵Justin Clark-Casey (justincc)2012-11-247-213/+300
| | | | | | | | | | | | | | | | | | parcel owner ID to the estate owner even if the group UUID was present. Aims to address http://opensimulator.org/mantis/view.php?id=6355 As part of this work, an incomplete IXGroupsData was added which currently only allows store/fetch/delete of group records (i.e. no membership data etc) This is subject to change and currently only an in-memory storage implementation exists for regression test purposes.
| * minor: Add some currently commented out debug log lines for investigating ↵Justin Clark-Casey (justincc)2012-11-231-0/+5
| | | | | | | | issues resolving group IDs for land parcels on OAR loading where groups do not exist
| * minor: remove some mono compiler warningsJustin Clark-Casey (justincc)2012-11-232-3/+3
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| * minor: Make note in log if scene was restarted due to an unrecoverable ↵Justin Clark-Casey (justincc)2012-11-231-1/+6
| | | | | | | | physics error
| * Add AllowRegionRestartFromClient setting to [EstateManagement] section of ↵Justin Clark-Casey (justincc)2012-11-231-40/+63
| | | | | | | | | | | | | | | | | | OpenSim.ini. Setting this to false will block all restart requests from the viewer even if they are otherwise legitimate. One use is to block region restarts if necessary whilst restart functionality remains buggy or triggers bugs in modules, though these should be fixed as soon as practicable. Default is true, as has been the case historically.
| * Remove the redundant BypassPermissions() checks in EstateManagmentModule.Justin Clark-Casey (justincc)2012-11-231-8/+13
| | | | | | | | This is repeated in the PermissionsModule and checking it earlier does not allow a force override of the bypass value
| * minor: Add some console feedback on region restart and log who requested a ↵Justin Clark-Casey (justincc)2012-11-232-1/+9
| | | | | | | | region restart if done from the viewer.
| * Fix problem where restarting the currently selected region would stop ↵Justin Clark-Casey (justincc)2012-11-234-36/+51
| | | | | | | | | | | | various console commands (e.g. "show users") from working. This was because the "currently selected" scene reference was being left as the dead scene instead of the restarted Scene object.
| * Add regression test for checking scene close when SceneManager is asked to closeJustin Clark-Casey (justincc)2012-11-231-0/+58
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| * Fix regression where we stopped closing scenes on simulator exit.Justin Clark-Casey (justincc)2012-11-231-0/+7
| | | | | | | | | | If we don't do this, then these scenes don't get deregistered from the grid, amongst other things. Regression was introduced in commit 8c130bc (Mon Nov 12 22:50:28 2012 +0000)
| * Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie2012-11-2211-54/+54
| | | | | | | | conflicts with PhysicsShape type defined in later libOMV
| * Factor out command script code.Justin Clark-Casey (justincc)2012-11-221-36/+0
| | | | | | | | This also allows comments in command scripts (lines starting with ;, # or //) to be used across all servers
| * Make "config show/set/get/save" console commands available on all serversJustin Clark-Casey (justincc)2012-11-223-171/+29
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| * Make "show info" command available across all serversJustin Clark-Casey (justincc)2012-11-221-16/+1
| | | | | | | | This helpfully lists version information, startup location and console log level
| * factor out common HandleShow code for "show uptime"Justin Clark-Casey (justincc)2012-11-221-1/+1
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| * BulletSim: Make avatar capsule so it is not circular.Robert Adams2012-11-216-21/+39
| | | | | | | | | | | | | | | | | | Simple attempt to make avatars better shaped. Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth' and 'avatarCapsuleDepth'. More tweeking to avatar height calculation. A little better but short avatar's feet are above the terrain and tall avatar's feet are a little below the ground.
| * BulletSim: Properly position mesh terrain on creation (fixes terrain not ↵Robert Adams2012-11-212-76/+44
| | | | | | | | appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages.
| * BulletSim: add terrainImplementation parameter with default to Mesh.Robert Adams2012-11-213-5/+46
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