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* ubitODE - do own timing control (as chODE does) until heartbeat does it rightUbitUmarov2012-04-232-21/+34
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* ubitODE - several changes...UbitUmarov2012-04-233-431/+379
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* fix a bug i added fixing another....UbitUmarov2012-04-221-2/+5
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* ubitODE: - don't try to hover underground unless volumedetector (that ↵UbitUmarov2012-04-211-47/+93
| | | | doesn't colide with it)
* changed seletion code. SOP now knows about parts selection. UI actions are ↵UbitUmarov2012-04-203-24/+104
| | | | sent to SOP and this reports to SOG. Group is selected if any part is selected.sop.isSelect get() is only used in SOG. Will need to be improved for better performance on largelinksets. *UNTESTED* NEEDS CHECKING for side efects
* ubitODE: - Change triangles used in terrain height estimationUbitUmarov2012-04-201-11/+28
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* ubitODE - again avatar/terrain collision. Reduce new viewers interpolators ↵UbitUmarov2012-04-201-6/+14
| | | | efects reporting null velocity and aceleration when stopped near the right position, where they can still have instantanius large values that can get magnified by interpolators, specially using diferent timing estimation.
* changed - VolumeDetect and phantom setting interaction. Script VD(true) ↵UbitUmarov2012-04-192-13/+40
| | | | forces phantom ON. UI phantom off turns off VD. Other transitions should only change specific parameter. This is not as current SL. - Fixed volumedetect prims being wrongly removed from physics.
* Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitworkUbitUmarov2012-04-196-4/+28
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| * Allow setting a specific target velocity on TeleportWithMomentumMelanie2012-04-181-1/+11
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| * Allow scripts in attachments owned by the NPC to control the NPCMelanie2012-04-181-1/+7
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| * Prevent objects rezzed in sim from being seen as attachments and becoming ↵Melanie2012-04-172-0/+8
| | | | | | | | uneditable or crashers. (Foxtail of death)
| * Merge branch 'ubitwork'Melanie2012-04-172-2/+24
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| * \ Merge branch 'ubitwork'Melanie2012-04-162-8/+16
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| * | | Downgrade an error log message to info because there is nothing we can do ifMelanie2012-04-162-2/+2
| | | | | | | | | | | | | | | | an asset is damaged so it should not spew red ink.
* | | | ubitODE still retouching character pidUbitUmarov2012-04-181-2/+2
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* | | | ubitODE - retouch character PIDsUbitUmarov2012-04-181-4/+4
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* | | | ubitODE: prims - update managed dinamic parameters from unmanaged at ODE ↵UbitUmarov2012-04-171-78/+46
| | | | | | | | | | | | | | | | rate and not heartbeat.
* | | | ubitODE: - character managed ode was only getting position etc from ↵UbitUmarov2012-04-172-119/+48
| | | | | | | | | | | | | | | | unmanaged at heartbeat rate like core ode. Now do it at ODE rate in move(..). UpdatePositionAndVelocity() called once per heartbeat is now empty.
* | | | ubitODE: - made avatar/ground collision pid servo a bit softer since seems a ↵UbitUmarov2012-04-172-6/+7
| |_|/ |/| | | | | | | | bit unstable with small avas in AVI even if fine on my testsite - Removed reading of PID parameters from config files since that only serves to mess things up and adds more unknowns
* | | ubitODE: bug fix let avatars colide with volume detectorsUbitUmarov2012-04-171-0/+1
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* | | fix (http://opensimulator.org/mantis/view.php?id=5965) llGetObjectMass was ↵UbitUmarov2012-04-161-2/+23
| |/ |/| | | | | bad for sitted avatars not checking for the null physicsactor
* | ubitODE: - fix remove characters from default raycasts filters as older code ↵UbitUmarov2012-04-162-8/+16
|/ | | | (or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE
* chODE: if character velocity > 50m/s apply breaks. In free fall this will ↵UbitUmarov2012-04-161-1/+10
| | | | give a terminal velocity +- 60m/s
* chODE bug fixUbitUmarov2012-04-161-7/+9
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* Let llCastRay use ubitODE raycast if avaiable plus a few changes/fixes that ↵UbitUmarov2012-04-161-22/+86
| | | | should be checked. PROBLEM: it will not detect nonphysical phantons :(
* added suport funtions for ubitODE raycastFilteredUbitUmarov2012-04-161-0/+13
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* ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov2012-04-167-729/+983
| | | | bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
* Use chode character actor.SetMomentum() to force full restore Velocity in ↵UbitUmarov2012-04-142-2/+22
| | | | scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall.
* Use presence absolute position to request raycast to camera. Used m_pos ↵UbitUmarov2012-04-131-3/+11
| | | | maybe a sitting offset. For reasons i don't understand that also seems to crash ode more when i let this rays colide with heighmaps (ubitODE with normal ode lib).
* don't do Animator.UpdateMovementAnimations() in scenepresence ↵UbitUmarov2012-04-131-2/+3
| | | | RegionHeartbeatEnd if agent is sitting. Also restore Velocity in teleportWithMomentum()
* make llGetGeometricCenter() work as in current SL. Now this is not real geom ↵UbitUmarov2012-04-092-10/+49
| | | | center but a average of positions relative to root prim ignoring prims details, so no need to use physics engine.
* chODE and ubitODE always return prim mass (they where returning object mass ↵UbitUmarov2012-04-094-69/+315
| | | | on physical prims) so SOG can do the total add. (ubitODE as more code to use a simpler terrain geom on a modified ode lib but should do autodetect and work with normal lib).
* llGetMass and llGetObjectMass (and push estimation) always use object mass ↵UbitUmarov2012-04-093-9/+30
| | | | as in current SL ( push is what makes sense or impulse will depend on what prim it is and not object). Added llGetMassMKS() that just returns 100 x llGetMass() as it seems to be in SL.
* sop.AddToPhysics(..) fixed and in use. For now it seems it needs to set ↵UbitUmarov2012-04-091-263/+147
| | | | sop.PhysActor, so made it return void.
* Fix a LSL merge artefactMelanie2012-04-081-10/+2
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* Merge branch 'master' into careminsterMelanie2012-04-0727-373/+960
|\ | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs OpenSim/Region/CoreModules/World/Land/LandObject.cs OpenSim/Region/Framework/Scenes/Scene.Inventory.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimDiva Canto2012-04-0610-128/+268
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| | * Rather than having a FromFolderID property on every single prim and only ↵Justin Clark-Casey (justincc)2012-04-074-10/+19
| | | | | | | | | | | | | | | | | | ever using the root prim one, store on SOG instead. This reduces pointless memory usage.
| | * Store FromItemID for attachments once on SOG instead of on every SOP and ↵Justin Clark-Casey (justincc)2012-04-078-34/+29
| | | | | | | | | | | | | | | | | | only ever using the root part entry. This eliminates some pointless memory use.
| | * refactor: Eliminate unnecessary SOP.m_physActorJustin Clark-Casey (justincc)2012-04-061-10/+1
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| | * Implement PRIM_POS_LOCAL on llSetPrimitiveParams() and other prim params LSL ↵Justin Clark-Casey (justincc)2012-04-061-0/+1
| | | | | | | | | | | | | | | | | | functions. This is the same as PRIM_POSITION
| | * refactor: Use clearer part.ParentGroup.IsAttachment in LSL_Api.GetPartLocalPos()Justin Clark-Casey (justincc)2012-04-061-4/+4
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| | * Fix llGetLinkPrimParams for PRIM_POS_LOCAL for child prims whether in scene ↵Justin Clark-Casey (justincc)2012-04-062-13/+24
| | | | | | | | | | | | | | | | | | | | | | | | or attachments. Return relative position to root prim rather than 0,0,0. Should fix same issue with llGetLocalPos() http://opensimulator.org/mantis/view.php?id=5951
| | * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-04-062-0/+82
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| | | * Addition of missing constants for llGetObjectDetails including for Mantis 5502Talun2012-04-062-0/+82
| | | | | | | | | | | | | | | | Signed-off-by: nebadon <michael@osgrid.org>
| | * | For llGetMass(), return the mass of the avatar is the object is attached.Justin Clark-Casey (justincc)2012-04-062-3/+40
| | |/ | | | | | | | | | | | | As per http://lslwiki.net/lslwiki/wakka.php?wakka=llGetMass This is the mass as used by the physics engine (ODE or Bullet).
| | * Make llGetMass() return total mass of object when called on root prim.Justin Clark-Casey (justincc)2012-04-061-1/+4
| | | | | | | | | | | | | | | As per http://lslwiki.net/lslwiki/wakka.php?wakka=llGetMass Aims to resolve http://opensimulator.org/mantis/view.php?id=5954
| | * Merge branch 'master' of ssh://opensimulator.org/var/git/opensimJustin Clark-Casey (justincc)2012-04-0626-205/+684
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| | * | remove possible PhysActor unexpectedly null race conditions when changing ↵Justin Clark-Casey (justincc)2012-04-032-63/+74
| | | | | | | | | | | | | | | | | | | | | | | | prim collision status factor out common SOP physics scene adding code into a common SOP.AddToPhysics() that is the counterpart to the existing RemoveFromPhysics()