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* BulletSim: Move construction of compound linkset from ShapeCollectionRobert Adams2012-11-033-61/+120
| | | | | | | into LinksetCompound where it should be. Create meshes for native shapes when part of a compound linkset because scale is currently per object and not per collision shape. Don't schedule a LinksetCompound refresh if just changing properties.
* BulletSim: parameterize selection of linkset implementationRobert Adams2012-11-033-10/+24
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* BulletSim: debugging of compound shape implementation of linksets.Robert Adams2012-11-0310-132/+274
| | | | | | | | | Add compound shape creation and freeing in shape manager. Add optional taint-time execution method and update code to use it. Add API2 linkage for more compound shape methods (get num, get/remove by index, ...) Modify perferred shape return so linkset children can have differet shapes than root. Add Position and Orientation calls to linksets so children can be moved around by the linkset by its own calculation. Allows for very general linkset implementations.
* BulletSim: Add RawPosition and RawOrientation to BSPhysObject and rename ↵Robert Adams2012-11-035-17/+39
| | | | MassRaw to RawMass. Fix BSShapeCollection to use Raw* for creating the body to eliminate exception from referencing the physical body before it has been created.
* BulletSim: Remove use of shapeData in ShapeCollection and rely on the ↵Robert Adams2012-11-037-266/+256
| | | | available BSPhysObject varaiables. Fix line endings in BSLinksetCompound.
* BulletSim: rename BSBody and BSShape to PhysBody and PhysShape. Add skeleton ↵Robert Adams2012-11-039-176/+328
| | | | of BSLinksetCompound.
* BulletSim: vehicle tweeking.Robert Adams2012-11-033-93/+90
| | | | | | Add AddTorque() method to BSPrim. Remove some manual motor actions in computing angular force (will eventually be replaced with motor class). Remove some experimental changes.
* BulletSim: remove center-of-mass setting for linksets because it causes the ↵Robert Adams2012-11-035-54/+33
| | | | constraint calculation to pull the objects together.
* BulletSim: Use the PostTaints operation to build the linkset once before the ↵Robert Adams2012-11-032-124/+68
| | | | next simulation step. This eliminates the management of children vs taintChildren and simplifies the constratin creation code.
* BulletSim: Add gravity force to vehicle. Some debugging additions.Robert Adams2012-11-031-2/+6
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* BulletSim: fix problem with multiple linksets stepping on each other if they ↵Robert Adams2012-11-031-3/+4
| | | | are built at the same time.
* BulletSim: add definitions for linkset collision maskRobert Adams2012-11-031-0/+3
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* BulletSim: code rearrangementRobert Adams2012-11-032-8/+6
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* BulletSim: Use Refresh/PostTaints to cause recomputing of constraint ↵Robert Adams2012-11-031-29/+36
| | | | variables before the simulation step. Update logging and messages to properly name LinksetConstraints. Use UpdatePhysicalMassProperties to put the whole linkset mass into all the physical linkset members so they have the inertia to move the whole linkset.
* BulletSim: add post taint taints and post step taints. The post taints ↵Robert Adams2012-11-031-16/+122
| | | | operation is most useful and is used by linksets to build and rebuild only once before the simulation step.
* BulletSim: remove unneeded parameter from Refresh().Robert Adams2012-11-031-1/+1
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* BulletSim: centralize mass/inertia computation with ↵Robert Adams2012-11-033-18/+38
| | | | UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty.
* BulletSim: rename constraint classes so they show up together alphabetically.Robert Adams2012-11-033-6/+6
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* BulletSim: many small changes for vehicles simulation.Robert Adams2012-11-031-31/+40
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* BulletSim: add ForEachMember(action) call for linkset.Robert Adams2012-11-031-8/+28
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* BulletSim: Add activations after vehicle properties change. Problem was the ↵Robert Adams2012-11-031-12/+62
| | | | vehicle was going to sleep while waiting for commands. Make AddAngularForce work the same way as AddForce -- accumulates values and pushes them once into Bullet.
* BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'.Robert Adams2012-11-033-3/+7
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* BulletSim: Add banking and other new code to vechile dynamics. Add third ↵Robert Adams2012-11-0311-188/+323
| | | | party license and contributor in for for Aurora-Sim project for physics code.
* HG Suitcase Inventory: if RootFolder type doesn't work, look for any folder ↵Diva Canto2012-11-031-0/+9
| | | | with parentID=UUID.Zero
* HG: flip all configs to HG2.0. PLEASE CHECK YOUR EXISTING HG CONFIGS AGAINST ↵Diva Canto2012-11-023-8/+10
| | | | THESE.
* Change to earlier commit for TargetVelocity to support distributed physics.Dan Lake2012-11-021-3/+3
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* Add [AssetService] AllowRemoteDeleteAllTypes (default false).Justin Clark-Casey (justincc)2012-11-022-15/+52
| | | | | | This allows a closed grid to delete asset types other than maptile remotely. Only operational if AllowRemoteDelete = true also. Defaults to false - do not enable if anybody other than you can make asset service requests.
* Move check to allow only deletion of maptiles up to AssetServerDeleteHandler ↵Justin Clark-Casey (justincc)2012-11-023-34/+18
| | | | | | | | from AssetService. This allows us to use a common check for both AssetService and XAssetService. It also allows future console commands to delete an asset. As before, deletion of maptile assets is not allowed remotely unless this is explicitly configured.
* Comment out checks not to overwrite existing IAR/OAR files for now on "save ↵Justin Clark-Casey (justincc)2012-11-012-4/+6
| | | | | | | iar/oar" since this causes problems for some backup systems. Needs more thought, maybe an explicit --force/--overwrite switch Comments on http://opensimulator.org/mantis/view.php?id=6389
* Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵Dan Lake2012-10-312-1/+7
| | | | No change to existing functions.
* Also add the additional ScriptException constructor necessary to get ↵Justin Clark-Casey (justincc)2012-10-311-0/+3
| | | | [Serializable] to work.
* Mark ScriptException as [Serializable] for when it has to cross AppDomainsJustin Clark-Casey (justincc)2012-10-311-0/+1
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* Handle UUIDGroupName and ObjectGroup viewer UDP requests asynchronously ↵Justin Clark-Casey (justincc)2012-10-311-2/+2
| | | | | | | rather than synchronously. This is to avoid the entire scene loop being held up when the group service is slow to respond. There's no obvious reason for these queries to be sync rather than async.
* Make "show object part" command correctly display script status.Justin Clark-Casey (justincc)2012-10-317-35/+77
| | | | | Uses new IEntityInventory.TryGetScriptInstanceRunning() Makes it clearer that TaskInventoryItem.ScriptRunning cannot be used as it is temporary and not updated.
* Merge branch 'master' of melanie@opensimulator.org:/var/git/opensimMelanie2012-10-303-7/+21
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| * Only create a new list to check if objects have reached targets if there ↵Justin Clark-Casey (justincc)2012-10-301-5/+9
| | | | | | | | actually are any targets.
| * Log warning if mesh/sculpt asset couldn't be found by ↵Justin Clark-Casey (justincc)2012-10-301-0/+6
| | | | | | | | | | | | ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.
| * Add method doc to IAssetService.Get(string, object, AssetRetrieved) ↵Justin Clark-Casey (justincc)2012-10-301-1/+5
| | | | | | | | | | | | outlining the situations in which AssetRetrieved may be called back with a null AssetBase. These situations include asset not found and remote service not responding.
| * Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵Justin Clark-Casey (justincc)2012-10-301-1/+1
| | | | | | | | | | | | exception. In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved).
* | Store and send the current movement animation state to a new sim on crossingMelanie2012-10-302-0/+17
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* | Add AnimState to CADUMelanie2012-10-301-0/+36
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* Make MeshAssetReceived private.Justin Clark-Casey (justincc)2012-10-301-1/+1
| | | | Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity.
* correct ODEPrim.MeshAssetReveived -> MeshAssetReceivedJustin Clark-Casey (justincc)2012-10-301-3/+2
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* refactoring to use assembly:classname style of configurationSignpostMarv2012-10-291-1/+4
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* Renaming module back to SoundModule as the hypothetical plan was to make ↵SignpostMarv2012-10-291-3/+3
| | | | another module using the shared region module interface, but this was pointed out by Melanie_T to be mostly pointless.
* SianaGearz notes stop sound flag is 1 << 5, so using that for ↵SignpostMarv2012-10-291-6/+3
| | | | ISoundModule.StopSound rather than setting gain to zero
* tweaking configuration logic so that the INonSharedRegionModule will load by ↵SignpostMarv2012-10-291-4/+9
| | | | default
* documenting some params on ISoundModule methodsSignpostMarv2012-10-291-7/+16
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* refactoring llCollisionSound to use new KeyOrName methodSignpostMarv2012-10-291-10/+1
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* Refactoring llTriggerSoundLimited with a new method on ISoundModule, as the ↵SignpostMarv2012-10-293-6/+36
| | | | LL Wiki spec for llTriggerSoundLimited states an axis-aligned bounding box, not radial constraint