Commit History

Author SHA1 Message Date
  Justin Clark-Casey (justincc) 047ef9c2a5 minor: remove some mono compiler warnings in OdePlugin 11 years ago
  Justin Clark-Casey (justincc) aae76f7be4 Stop logging spurious asset data for {0} is zero length error for sculpts/mesh 12 years ago
  Justin Clark-Casey (justincc) ff6c69000e Log warning if mesh/sculpt asset couldn't be found by ODEPrim.MeshAssetReceived() callback. 12 years ago
  Justin Clark-Casey (justincc) cccf695327 Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing exception. 12 years ago
  Justin Clark-Casey (justincc) 37de965233 Make MeshAssetReceived private. 12 years ago
  Justin Clark-Casey (justincc) aeeed29d62 correct ODEPrim.MeshAssetReveived -> MeshAssetReceived 12 years ago
  Justin Clark-Casey (justincc) 5bc07a15f5 minor: remove unnecessary bit of method doc from OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically 12 years ago
  Justin Clark-Casey (justincc) d2b19f00da Fix minor issues from commit 28483150 12 years ago
  UbitUmarov 28483150e2 [UNTESTED] core Ode: let broken mesh physical prims collide with land as 12 years ago
  UbitUmarov b058ba5859 [UNTESTED] core Ode: stop trying to load a broken asset. Make broken 12 years ago
  UbitUmarov 1e7fb2dc36 i update core ode plugin and make it load is meshs (i hope) 12 years ago
  teravus a2ab3b88de Soliciting for comments on smoothness of physics objects for this build. 12 years ago
  teravus e56ef2720e I propose that 0.5m/step change for linear velocity is too big of a change to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion. 12 years ago
  teravus df3d1d1301 Minor Modification, switch /2 to 0.5f in ODEPrim.Velocity 12 years ago
  Justin Clark-Casey (justincc) c6f30e044b Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed from ODEPrim.SetGeom. 12 years ago
  Justin Clark-Casey (justincc) ae2b8f7007 Comment out spurious Body != IntPtr.Zero code after disableBody(), since disableBody() sets Body == IntPtr.Zero on all code paths. 12 years ago
  Justin Clark-Casey (justincc) f609594595 refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate. 12 years ago
  Justin Clark-Casey (justincc) 7a574be3fd Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim. 12 years ago
  Justin Clark-Casey (justincc) 566327a948 If a physical prim is manually moved (e.g. by a user) then set the geometry position as well as the body position 12 years ago
  Justin Clark-Casey (justincc) 1c0f3a1f21 Fix crash where two scene loop threads could changes m_MeshToTriMeshMap at the same time. 12 years ago
  Justin Clark-Casey (justincc) f67f37074f Stop spurious scene loop startup timeout alarms for scenes with many prims. 12 years ago
  Dan Lake a1dc4e830d Remove unused SetAcceleration and add set on Acceleration parameter 13 years ago
  Justin Clark-Casey (justincc) daf99f8c0a slightly simplify OdeScene.Simulate() by removing bool processtaints, since we can inspect count of taint lists instead. 13 years ago
  Justin Clark-Casey (justincc) 225b925f4e Comment out calls to OdeScene.waitForSpaceUnlock() since that method does nothing right now 13 years ago
  Justin Clark-Casey (justincc) cead87005b Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaining their own properties 13 years ago
  Justin Clark-Casey (justincc) b6d83e9c0f Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! 13 years ago
  Justin Clark-Casey (justincc) f7b8c54c24 Add comment for experimental effect of removing the Thread.Sleep(20) in ODEPrim.changevelocity() 13 years ago
  Justin Clark-Casey (justincc) 820242bc49 Fix a bug I introduced yesterday in ODE physics where prim scripts would only receive the very first collision. 13 years ago
  Justin Clark-Casey (justincc) 0f83f87233 Remove unused fields from CollisionEventUpdate 13 years ago
  Justin Clark-Casey (justincc) b9f106f484 When sending object collision updates, don't null out and recreate the CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead. 13 years ago