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* BulletSim: initial implementation of a PID motor. Not hooked up yet.Robert Adams2012-12-181-6/+38
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* BulletSim: comments and TODO list updateRobert Adams2012-12-182-3/+9
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* Replace axis rotation numeric constants (STATUS_ROTATE_XYZ) with symbols. ↵Robert Adams2012-12-183-9/+19
| | | | Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
* Disable UDPPacketBuffer pooling for now to resolve an issue on Windows of ↵Justin Clark-Casey (justincc)2012-12-191-5/+8
| | | | | | | | | | | interference between incoming packets. On Windows, concurrent multi-threaded processing of inbound UDP somehow allows different data input processing to interfere with each other. Possibly the endpoint reference is being switched, though I don't yet know the mechanism. Not seen on Mono. Also resolveable by setting RecyclePackets = false or RecycleBaseUDPPackets = false in [PacketPool] Or async_packet_handling = false in [ClientStack.LindenUDP] For now, will simply disable this particular pooling though will revisit this issue. In response to http://opensimulator.org/mantis/view.php?id=6468
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-12-175-37/+28
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| * BulletSim: apply friction to linear and angular motion before returning ↵Robert Adams2012-12-173-14/+2
| | | | | | | | advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning.
| * BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵Robert Adams2012-12-174-29/+32
| | | | | | | | doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
* | Extend default 1 second wait for event completion to other thread script ↵Justin Clark-Casey (justincc)2012-12-173-4/+33
|/ | | | | | | | reset (as called by llResetOtherScript()). As with script stop (via llDie()) aborting other scripts event threads, llResetOtherScript() can also abort any current event thread on another script. On mono 2.6, 2.10 and possibly later this may cause locking problems in certain code areas. This commit reuses the recently introduced [XEngine] WaitForEventCompletionOnScriptStop to make this a 1 sec timeout, rather than 0 secs.
* BulletSim: fix vehicles being shot in the air at border crossings because of ↵Robert Adams2012-12-161-2/+5
| | | | mis-application of correction to postion for below groundness.
* BulletSim: add parameter to UpdateProperties call into the linkset so ↵Robert Adams2012-12-166-36/+65
| | | | changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
* BulletSim: add even more to the TODO list.Robert Adams2012-12-161-4/+27
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* BulletSim: add check for border crossing in character position sanity check.Robert Adams2012-12-161-2/+10
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* BulletSim: refactor to combine common terrain height testing code. Add ↵Robert Adams2012-12-161-38/+48
| | | | function to test if a position is over known terrain.
* BulletSim: experimentally remove unit displacement from prim border crossing ↵Robert Adams2012-12-161-2/+13
| | | | test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change.
* BulletSim: remove some errors on shutdown by moving terrain destruction ↵Robert Adams2012-12-162-3/+16
| | | | until after physical object destruction. TerrainManager also made disposable and that feature used.
* BulletSim: rip out old code for linkset child position fetching. BulletSim ↵Robert Adams2012-12-165-45/+31
| | | | doesn't need to do that bookkeeping because SOG/SOP already does it.
* Make WebStatsModule properly handle scenes added or removed after initial ↵Justin Clark-Casey (justincc)2012-12-151-14/+31
| | | | | | startup. This may have been the cause of the DivByZero in http://opensimulator.org/mantis/view.php?id=6460
* minor: If the physics module tells us that an object has gone out of bounds, ↵Justin Clark-Casey (justincc)2012-12-151-2/+5
| | | | more helpfully log the name, id, position and region of that object.
* minor: Add commented out log lines to ScenePresenceAnimator for future debug ↵Justin Clark-Casey (justincc)2012-12-141-1/+10
| | | | use (such as logging anim pack contents sent to clients)
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-12-1412-301/+433
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| * BulletSim: Add more to the TODO list. Clean up and improve some comments.Robert Adams2012-12-132-10/+9
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| * Return the last set targetVelocity rather than the current velocity as the ↵Robert Adams2012-12-131-5/+8
| | | | | | | | default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around.
| * BulletSim: fix problem with continuious rebuilding of physical linksets. ↵Robert Adams2012-12-133-79/+88
| | | | | | | | This caused movement problems and large prim vehicles to take up a LOT of simulation time.
| * BulletSim: correct line endings in new BulletSimData.cs file.Robert Adams2012-12-131-282/+282
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| * BulletSim: Add 'BulletSimData' which separates structures createdRobert Adams2012-12-137-205/+308
| | | | | | | | | | | | for the operation of BulletSim and those defintiions/structures defined so they can be used in the unmanaged world. Consolidate setting of collision flags so implementation is not scattered.
| * BulletSim: remove extra linkset rebuilds.Robert Adams2012-12-131-18/+36
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* | Fix issue where calling llVolumeDetect(FALSE) would not remove phantom flag, ↵Justin Clark-Casey (justincc)2012-12-142-2/+42
|/ | | | | | | causing subsequent issues if physics was re-enabled. Added regression tests Addresses http://opensimulator.org/mantis/view.php?id=6365
* minor: add some more detail to the logging if an LLClientView fails to ↵Justin Clark-Casey (justincc)2012-12-131-2/+4
| | | | process a packet
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-12-131-30/+6
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| * Simplify sit code a bit by determining correct animation in HandleSit ↵Dan Lake2012-12-131-30/+6
| | | | | | | | instead of HandleSitRequest. This eliminates m_nextSitAnimation, an unneeded state-saving variable in ScenePresence
* | Add WaitForEventCompletionOnScriptStop [XEngine] config param to ↵Justin Clark-Casey (justincc)2012-12-131-10/+24
|/ | | | | | | OpenSimDefaults.ini to allow change of the wait time for an event to complete on script removal before aborting its thread Default is 1000, as has previously been the case. This parameter exists for further debug work concerning mono 2.10 crashes that may be related to locks not being removed on Thread.Abort
* Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-12-137-71/+109
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| * BulletSim: fix problem of avatar's floating off the ground after unsitting. ↵Robert Adams2012-12-124-24/+27
| | | | | | | | Reworked size/scale logic so physical scale is kept in Bullet and physObject scale is the preferred size -- usually same as size but avatars are computed differently.
| * BulletSim: non-functional commenting and reorganization of material ↵Robert Adams2012-12-122-33/+49
| | | | | | | | attribute specifications.
| * BulletSim: updates and rearrangement of the TODO list.Robert Adams2012-12-121-14/+33
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* | Fix sounds so that they play from inventory after teleport rather than only ↵Justin Clark-Casey (justincc)2012-12-131-2/+2
|/ | | | | | | | | on initial login region. Regression from commit ed162a10 (Fri Oct 5 13:50:12 2012) We had started listening for the client login event for attaching the sound trigger event rather than OnNewClient Addresses http://opensimulator.org/mantis/view.php?id=6453 Many thanks to danbanner for identifying the exact commit where this went wrong, which made identifying the fix easy.
* Log situations where workitem event threads are aborted on stop request ↵Justin Clark-Casey (justincc)2012-12-121-3/+3
| | | | | | because they failed to complete event processing within the given timeout. This is for bug hunting purposes where thread aborts may be causing dangling lock issues and subsequent vm crashes on mono (with ReaderWriterLockSlim, etc.)
* Add "debug script log" command to allow setting a numeric debug level on ↵Justin Clark-Casey (justincc)2012-12-123-13/+89
| | | | | | | individual IScriptInstances for debugging purposes. Current, state changes and event fires can be logged for individual scripts. See command help for more details.
* Add asset id to "show script" and "show scripts" command output to make it ↵Justin Clark-Casey (justincc)2012-12-121-0/+1
| | | | easier to extract and inspect the script's asset via "dump asset"
* BulletSim: do not return the current velocity for targetVelocity.Robert Adams2012-12-121-0/+11
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* BulletSim: fix crash caused by the creation of a linkset child that is under ↵Robert Adams2012-12-111-4/+4
| | | | the terrain. Users can sure find some interesting corner conditions.
* BulletSim: protect character property setting to remove crash from taints ↵Robert Adams2012-12-112-21/+42
| | | | setting properties after the destroy character taint.
* BulletSim: protect prim property setting to remove crash from taints setting ↵Robert Adams2012-12-113-20/+45
| | | | properties after the destroy object taint has happened.
* BulletSim: modify LIMIT_MOTOR_UP to limit BOAT types to be at water rather ↵Robert Adams2012-12-111-2/+2
| | | | than ground level. This makes boats float at water level better but not perfectly. There probably needs to be some interaction between HOVER and LIMIT_MOTOR_UP.
* BulletSim: add ini file and command line parameters to controlRobert Adams2012-12-114-8/+22
| | | | | | | | | dumping of physical vehicle parameters (out of Bullet) on each simulation step and to optionally scale vehicle angular velocity by the time step. The latter looks to be part of a difference between angular parameters for ODE and BulletSim. SL docs say angular velocity is measured in radians/timeScale. Not sure if this is different than what ODE does.
* BulletSim: set mass for single prim linksets when going physical. This fixes ↵Robert Adams2012-12-111-1/+8
| | | | single prim vehicles not working (the surf board now zooms).
* BulletSim: comment out some chatty debug logging. Rearrange some code in ↵Robert Adams2012-12-102-5/+7
| | | | BSDynamics to make velocity vs force calculation clearer.
* BulletSim: Fix crash on the destruction of physical linksets.Robert Adams2012-12-1012-38/+155
| | | | | | | | | While fixing the above, add methods to physical body and shape pointer wrapper so routines won't have to know that IntPtr.Zero means no physical instance. Fix problem with physical linksets failing after a few sits and unsits by properly restoring child prom positions for compound linksets after multiple selection and deselections.
* BulletSim: some comments about rebuilding linksets (having to recompute and ↵Robert Adams2012-12-091-3/+6
| | | | restore a child's position in the world based on its position in the moved linkset).
* BulletSim: adjust friction and restitution based on material type.Robert Adams2012-12-092-5/+17
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