Commit Graph

193 Commits (d66e264e500f7d5ef02130b26614fc24e1f7f724)

Author SHA1 Message Date
Teravus Ovares b7d596a6af * Restaring the sim works fine in grid mode now. Sims announce themselves to their neighbors when they start up. Neighbors get this message and tell their agents that there's a new sim up.
* Certain unrecoverable physics based crashes in ODE are now hooked up to the 'restart the sim' routine.
2007-11-28 06:18:07 +00:00
Teravus Ovares 5a71d03b7a *Huge* structural changes in ODE/OdePrim to get all of the calls in threadlocked code. ODEPrim was almost completely re-written.
Copy/Space test needed.
2007-11-20 04:38:08 +00:00
Teravus Ovares b63076c303 * ODE step two on the way to separate dynamic space allocation ( One more to go ) 2007-11-16 08:53:37 +00:00
Teravus Ovares d9d35f9fd7 * Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.
* All thanks to unimplemented packet listing :D
2007-11-12 23:46:26 +00:00
Teravus Ovares 5952441fcc * Added a lot of Glue to help with reporting proper collisions.
* ODE - Fixed the iscolliding property to report a static true when colliding.
* Added reporting of collisions to call UpdateMovementAnimations
* Added Jump - air animation (with arms outstretched).
* Added Fall Animations
* ODE - Added a small amount of X, Y motion control while jumping or Falling
* ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
2007-11-12 21:45:49 +00:00
Jeff Ames 008e4a2be8 set svn:eol-style, reset default config 2007-11-12 14:54:13 +00:00
Teravus Ovares cdd903c173 * Applied Gerhard's Meshing patch (Thanks! Gerhard)
* Addition of Gerhard's ZeroMesher.
* Addition of meshing OpenSim.ini parameter
* Some modifications to the Meshmerizer
* Meshmerizer set to default meshing plugin because ZeroMesher needs a memory locking fix.  We'll switch it back after the memory locking issue is resolved.
2007-11-12 12:43:01 +00:00
Jeff Ames db174dfa20 set svn:eol-style 2007-11-11 09:19:21 +00:00
Teravus Ovares cb07ba0d68 * Moves the Meshmerizer to a separate plugin
* Experimental.   Linux Prebuild needs testing.
* One more update after this to remove the ODEMeshing directory....
2007-11-10 19:13:52 +00:00
Teravus Ovares e9e72fe907 * Added an internal throttle on ODE physics updates
* Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene.
* Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
2007-11-09 21:01:55 +00:00
Teravus Ovares fcc276a68d * Fixed occasional character drift caused by sim not sending the avatar's final resting velocity.
* Added Smooth moving prim
* Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
2007-11-08 15:22:36 +00:00
Teravus Ovares 9e9dad1cde * Added Rotational Velocity reporting for Client Interpolation to Terse Updates
* Added Angular Velocity reporting for smooth-ish rotations on object collisions
2007-11-08 00:10:40 +00:00
dan miller fdb57b28b1 prim cuts in ODE
Much thanks to Gerhard!
Merged with Darok's recent changes re: physical prims
2007-11-05 12:25:53 +00:00
darok f8e0cf0f1d Changes in BulletXPlugin: Added new class BulletXActor class inherits from PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications. 2007-11-03 10:25:43 +00:00
lbsa71 4fad66f855 * Diuerse beavtificatems 2007-11-01 19:19:05 +00:00
Charles Krinke 33d6222e8d Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for all three physics plugins. 2007-10-31 04:18:34 +00:00
lbsa71 67e12b95ea * Optimized usings
* Shortened type references
* Removed redundant 'this' qualifier
2007-10-30 09:05:31 +00:00
MW 3d8219f6c7 as per the "Filesystem cleanup for OpenSim repository" mailing list thread. Have flattened the OpenSim.Framework project/namespace. The problem is that the namespace is still wrong as its "OpenSim.Framework" while the directory is "OpenSim\Framework\General" , so we need to decide if we change the directory or correct the namespace.
Note this has lead to a big flat project, but I think a lot of the files we most likely don't even use any longer. And others belong in other projects/namespaces anyway.
2007-10-29 21:46:25 +00:00
Adam Frisby 5dad0ed729 * Return of R2162. /Take that SVN!/ 2007-10-22 21:57:32 +00:00
Sean Dague 6acaabefc3 revert r2162 as it completely clobbered all the work on
the ChatModule by MW and myself.  Couldn't find Adam online
after that rev went in.
2007-10-22 15:37:54 +00:00
Adam Frisby c4707a284f * Major ass commit.
* Sqlite Storage Engine now supports terrain -- however be aware that every terrain revision stored will at 512KB to your database file. At the moment it is storing every revision from the first.
* Fixed an issue where by noverbose mode would display lots of useless junk. Noverbose mode is now quite usable.
* Fixed a whole bunch of console message issues such as naming and categorisation
2007-10-22 15:23:48 +00:00
dan miller 2d5f5e2b32 applied Darok"s BulletXPlugin changes 003.patch 2007-10-07 14:40:02 +00:00
dan miller a0265300aa Hollow prims (box only), thanks Gerard! Enjoy 2007-09-29 03:56:36 +00:00
Sean Dague ffe9c9374a mass update of urls in source code to new website 2007-09-10 08:14:38 +00:00
dan miller 00d4d5a21b once more, without the debug statements (ODE multi-region fixes, various debugging) 2007-09-01 11:06:48 +00:00
MW 7915adc6c5 Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace should equal project and directory. 2007-08-28 18:40:40 +00:00
MW 0d5311e49b Added RemovePrim method to the physics plugins interface.
Implemented that method in ODE plugin.
Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine.
Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.)
So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
2007-08-23 17:21:08 +00:00
MW 9a8742e838 Added danx0r's physics patch, although for now have disabled the lines in Scene.cs, as any changes to prims (like size or position changes) are only updated to the physics engine when you restart opensim. Also prims aren't deleted from the physics engine. These shouldn't be hard to fix. 2007-08-23 10:53:42 +00:00
Brian McBee 75f6c3d364 More prep work for adding prims to ODE physics 2007-08-19 06:14:36 +00:00
Brian McBee 318376707d starting to add bits and pieces to physics prims that we will eventually need for collisions. not hooked in yet. 2007-08-18 23:05:02 +00:00
Adam Frisby 3cbc1e011d * Reduced a significant number of compiler warnings (back down to 9 for all projects combined, all 'never used' things) 2007-07-24 03:59:32 +00:00
Adam Frisby 23a734d0c7 * More cleaning 2007-07-19 01:02:59 +00:00
lbsa71 58f4d69833 * working on RegionApplicationBase
* Renamed PhysicsManager to PhysicsPluginManager because it is.
2007-07-16 18:15:54 +00:00
Sean Dague 2a3c79df83 changed to native line ending encoding 2007-07-16 15:40:11 +00:00
lbsa71 5f8de1e704 * By popular demand, all generated build files are now deleted. Somebody should make sure the wiki is updated. 2007-07-08 19:27:04 +00:00
MW beb3073bec A bit more work on Building tools/support.
updated Axiom.MathLib.dll.
2007-07-04 19:07:27 +00:00
lbsa71 9b6b6d05d4 * Optimized usings (the 'LL ate my scripts' commit)
* added some licensing info
2007-07-03 14:37:29 +00:00
MW d1d38f2ede Applied Darok's PhysicsVector ToString patch 2007-07-02 17:48:34 +00:00
lbsa71 686f6a8331 * Fixed Issue #161 by using PhysicsScene.Null instead of BasePhysicsScene
* Hid NullPhysicsScene for great justice
* Fixed broken Grid build
2007-07-02 08:03:11 +00:00
MW 9800c05c1b Started change to having SceneObject and then that having child Primitives which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it. 2007-07-01 17:26:33 +00:00
MW 3456d951d8 Imported the scripting changes, so now should be up to date with sugilite. 2007-06-28 13:13:17 +00:00
mingchen fe120533ef *Updated prebuild.xml and ran prebuild again
*Removed .user, .suo, and unneccessary files in /bin/Physics/
*OpenSim.sln should compile with nant and on windows now
2007-06-27 17:12:32 +00:00
MW 646bbbc84b Some work on restructuring the namespaces / project names. Note this doesn't compile yet as not all the code has been changed to use the new namespaces. Am committing it now for feedback on the namespaces. 2007-06-27 15:28:52 +00:00