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| * BulletSim: add LSL function and plumbing for setting a springRobert Adams2013-09-114-3/+40
| | | | | | | | equilibrium point in the physics engine constraint.
| * BulletSim: add extended physics LSL constants for axis specification.Robert Adams2013-09-113-37/+74
| | | | | | | | | | Add specific error warnings for mis-matched parameter types in extended physics functions.
| * BulletSim: ability to specify groups of axis to modify in constraint ↵Robert Adams2013-09-112-9/+56
| | | | | | | | parameters that control multiple axis. Add useLinearReferenceFrameA constraint parameter.
| * BulletSim: add axis parameter for specifying enable, damping, and stiffness ↵Robert Adams2013-09-114-21/+44
| | | | | | | | for spring constraints. Renumber parameter ops since I can as no one is using them yet.
| * BulletSim: implementation of setting spring specific physical parameters. ↵Robert Adams2013-09-114-36/+81
| | | | | | | | Add setting of linkset type to physChangeLinkParams. Lots of detail logging for setting of linkset constraint parameters.
| * BulletSim: add requestor's ID to post taint detail log message.Robert Adams2013-09-111-2/+3
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| * BulletSim: remove chatty debug message from previous commit.Robert Adams2013-09-111-3/+3
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| * BulletSim: add position and rotation update for child prim physics update ↵Robert Adams2013-09-111-0/+20
| | | | | | | | events. Normally, physics engines do not return updates for child prims so, under normal operation, this code should never execute. Will only be used when using flexible linkset linkages.
| * BulletSim: pass both root and child BSPhysObjects to Extension function. ↵Robert Adams2013-09-113-35/+41
| | | | | | | | Update routines to use the new parameters list from above change.
| * BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams2013-09-118-70/+89
| | | | | | | | LocalID of object which created the taint.
| * BulletSim: Extension parameters passed through the classes made to pass just ↵Robert Adams2013-09-115-35/+98
| | | | | | | | and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
| * BulletSim: adjust avatar capsule height calculation to be closer to defined ↵Robert Adams2013-09-112-7/+12
| | | | | | | | SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
| * BulletSim: add extended physics function physGetLinkType(linkNum). Add ↵Robert Adams2013-09-114-23/+163
| | | | | | | | implementation of physChangeLinkParams() in BSLinksetConstraint.
| * BulletSim: change ExtendedPhysics constants to 'const' so they can be used ↵Robert Adams2013-09-112-28/+50
| | | | | | | | as case variables in switch statements.
| * BulletSim: add physChangeLinkParams to set individual parameters on link ↵Robert Adams2013-09-116-167/+324
| | | | | | | | constraints. Not fully functional. Remove double definition of ExtendedPhysics parameters by having BulletSim reference the optional module (addition to prebuild.xml and usings).
| * BulletSim: update C++ HACD parameters to values that handle enclosed hollow ↵Robert Adams2013-09-111-8/+8
| | | | | | | | spaces better. This shouldn't affect many since this HACD routine is off by default.
| * BulletSim: add physChangeLinkSpring to change linkset link to be a spring ↵Robert Adams2013-09-115-14/+198
| | | | | | | | constraint. Add implementation to create spring constraint. Send up property updates for linkset children at the end of flexible linkset links. The simulator probably doesn't do the right thing yet.
| * BulletSim: Linkset.Refresh() calls internal ScheduleRebuild() to recreate ↵Robert Adams2013-09-112-14/+14
| | | | | | | | the linkset physics at next PostTaint time. Replace the existing calls to ScheduleRebuild to be calls to Refresh(). This allows external routines to make changes to parameters and then cause the linkset to rebuild.
| * BulletSim: initial implementation of physChangeLinkFixed that resets a ↵Robert Adams2013-09-113-10/+105
| | | | | | | | linkset's link back to a fixed, non-moving connection.
| * BulletSim: move linkset extension operations into BSPrimLinkable where they ↵Robert Adams2013-09-112-31/+42
| | | | | | | | should be.
| * BulletSim: add unmanaged and XNA functions for hinge, slider and spring ↵Robert Adams2013-09-113-2/+241
| | | | | | | | constraints.
| * BulletSim: complete linkage of spring constraint into linkset constraint.Robert Adams2013-09-113-15/+77
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| * BulletSim: add spring constraint to linkset constraint types.Robert Adams2013-09-111-0/+85
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| * BulletSim: add API and calls for spring constraint parameters.Robert Adams2013-09-113-0/+82
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| * BulletSim: fixes for change linkset implementation of physical linksets.Robert Adams2013-09-115-18/+50
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| * Change collision logic in SceneObjectPart so land_collision will happen.Robert Adams2013-09-091-6/+3
| | | | | | | | | | The previous logic would generate land_collision_start and land_collision_end but would not generate the land_collision itself.
| * Fix configuration/ini expansion issue. Thanks to smxy for testing.BlueWall2013-09-071-2/+2
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* | Merge branch 'avination-current' into careminsterMelanie2013-09-1615-88/+147
|\ \ | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/ClientStack/Linden/Caps/GetTextureModule.cs OpenSim/Region/Framework/Scenes/Tests/SceneObjectDeRezTests.cs
| * | Mono 2.0 fix - call ToArray() explicitlyMelanie2013-09-084-5/+19
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| * | Fix exception when brokering HG asset idsMelanie Thielker2013-09-081-1/+7
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| * | Harmonize the class name, ID and Name of the default perms moduleMelanie Thielker2013-09-084-11/+11
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| * | Reinstate SecurePermissionsLoading functionality, default ONMelanie Thielker2013-09-081-24/+16
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| * | Bring Core Groups up to current versionroot2013-09-0712-284/+504
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| * | Add two argument constructor to GridInstantMessageroot2013-09-071-0/+18
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| * | Add support for simple external CAPS texture servicesroot2013-09-071-19/+31
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| * | Fix the root cause of keyframe motion region crossing offset - UpdateSceneObjectMelanie2013-08-252-23/+5
| | | | | | | | | | | | was being called twice on each crossing.
| * | * This fixes the border crossing offsets by storing the final keyframe ↵teravus2013-08-241-2/+22
| | | | | | | | | | | | location in the hijacked variable KeyFrame.AngularVelocity. When steps in OnTimer <= 0.0, normalize the final position by Constants.RegionSize and move the object there. The hack here is KeyFrame.AngularVelocity probably isn't the right name for this variable because it's the un-mucked with keyframe position. When you determine the feasibility of changing the name without affecting the serialization of existing objects in world... It's simply a name change to KeyFrame.FinalPosition or something proper.
| * | * Fix a null ref that causes a stack unwind when crossing borders. Less ↵teravus2013-08-243-11/+48
| | | | | | | | | | | | | | | | | | stack unwinding.. the faster it goes. * Tweak XEngine so that it's partially functional again. It's still not great, but basic things work.
| * | Revert "* This increases accuracy when border crossing (the reason is.. ↵teravus2013-08-241-7/+7
| | | | | | | | | | | | | | | | | | the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop." This reverts commit 55400ff7be55b1c8dbededca68e6fce42cd6ce0f.
| * | * This increases accuracy when border crossing (the reason is.. the border ↵teravus2013-08-231-7/+7
| | | | | | | | | | | | crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop.
| * | Make attachment state load work againMelanie2013-08-011-1/+1
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* | | Merge branch 'master' into careminsterMelanie2013-09-0734-104/+669
|\ \ \ | | |/ | |/| | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/Framework/Scenes/Scene.cs
| * | Restore group membership check for HG users in QueryAccess.Diva Canto2013-09-053-12/+17
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| * | Stop "show client stats" from throwing an exception if somehow ↵Justin Clark-Casey (justincc)2013-09-041-1/+8
| | | | | | | | | | | | | | | | | | | | | | | | Scene.m_clientManager still retains a reference to a dead client. Instead, "show client stats" now prints "Off!" so that exception is not thrown and we know which entries in ClientManager are in this state. There's a race condition which could trigger this, but the window is extremely short and exceptions would not be thrown consistently (which is the behaviour observed). It should otherwise be impossible for this condition to occur, so there may be a weakness in client manager IClientAPI removal.
| * | Also check user authorization if looking to upgrade from a child to a root ↵Justin Clark-Casey (justincc)2013-09-041-0/+13
| | | | | | | | | | | | | | | | | | agent. Relevant if a child agent has been allowed into the region which should not be upgraded to a root agent.
| * | For a Hypergrid user, delay estate access checks until NewUserConnection() ↵Justin Clark-Casey (justincc)2013-09-041-2/+6
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | so that they work. This is necessary because the hypergrid groups checks (as referenced by estates) require an agent circuit to be present to construct the hypergrid ID. However, this is not around until Scene.NewUserConnection(), as called by CreateAgent() in EntityTransferModule. Therefore, if we're dealing with a hypergrid user, delay the check until NewUserConnection()/CreateAgent() The entity transfer impact should be minimal since CreateAgent() is the next significant call after NewUserConnection() However, to preserve the accuracy of query access we will only relax the check for HG users.
| * | In pCampbot PhysicsBehaviour.Close(), only cancel jumping if bot is connectedJustin Clark-Casey (justincc)2013-09-031-1/+2
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| * | Make pCampbot "add behaviour" and "remove behaviour" console commands work ↵Justin Clark-Casey (justincc)2013-09-031-45/+78
| | | | | | | | | | | | for all bots if no bot number is given
| * | Consistently give responsibility for thread sleeping to behaviours rather ↵Justin Clark-Casey (justincc)2013-09-033-1/+7
| | | | | | | | | | | | | | | | | | | | | than controlling from the main action loop This is to avoid excessive and inconsistent delays between behaviours that currently need to embed sleeps in other actions (e.g. physics) and other behaviours. Might need a more sophisticated approach in the long term.
| * | Add Close() method to IBehaviour to allow behaviours to cleanup when removed ↵Justin Clark-Casey (justincc)2013-09-034-1/+30
| | | | | | | | | | | | | | | | | | or bot it disconnected. In this case, it is used to turn off jump when physics testing behaviour is removed.