Justin Clark-Casey (justincc)
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40a78db182
comment out unused code in OdeScene.TriCallback()
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13 years ago |
Justin Clark-Casey (justincc)
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6618948ff9
refactor: centralize prim geom removal code from four places to one
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13 years ago |
Justin Clark-Casey (justincc)
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509200d5cd
minor: add note to RemovePrimThreadLocked() to the effect that it contrary to the summary, it is being called from within Simulate() lock (OdeLock)
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13 years ago |
Justin Clark-Casey (justincc)
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2102964826
minor: indentation correction
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13 years ago |
Justin Clark-Casey (justincc)
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bd8f538f80
refactor: Remove argument to pass in an initial mesh to OdePrim since this is no longer required and it prevents removal of the _mesh field (which is only used temporarily)
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13 years ago |
Justin Clark-Casey (justincc)
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f1ce17071d
minor: method doc
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13 years ago |
Justin Clark-Casey (justincc)
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49a3740ee9
minor: remove mono compiler warnings, some code spacing adjustments
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13 years ago |
Justin Clark-Casey (justincc)
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d917010433
minor: Add method doc to collision subscription methods. Change method case to reflect OpenSim standards.
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13 years ago |
Justin Clark-Casey (justincc)
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f3c5a5b745
fix extremely minor Ode bug where the _taintedPrimL list would always be cleared on every OdeScene.Simulate() even if it was already empty.
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13 years ago |
Justin Clark-Casey (justincc)
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2a39d0cdb0
refactor: Move another chunk of ninja code out of the OdeScene.Simulate() loop for consistency and readability.
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13 years ago |
Justin Clark-Casey (justincc)
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3f0d8f3cbf
refactor: Simplify reading OdeScene.Simulate() loop by shunting all the NINJA joints stuff into its own method.
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13 years ago |
Justin Clark-Casey (justincc)
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9c6227da66
refactor: unindent the OdeScene.Simulate() loop to ignore the long commented out ifs and locks
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13 years ago |
Careminster Team
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9fc7d65df7
Apply the localID to the Physics actor to prevent null calls later
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13 years ago |
root
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e9dbe54ab1
Fix some local id issues in physics glue
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13 years ago |
Justin Clark-Casey (justincc)
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3e456163dd
Port implementation of llCastRay() from Aurora.
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13 years ago |
Justin Clark-Casey (justincc)
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df0e5cc9fe
When a mesh object is added to a scene, delay adding the physics actor until the sculpt data has been added to the shape (possibly via an async asset service request)
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13 years ago |
Justin Clark-Casey (justincc)
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2f3d0e209f
When a sculpt/mesh texture is received by a part on a callback request, don't do the unnecessary work of copying the base shape.
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13 years ago |
Justin Clark-Casey (justincc)
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5e8900dfd0
minor: code tidy and inserted log lines for future use.
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13 years ago |
Justin Clark-Casey (justincc)
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40300c886c
refactor: Factor out AddSubMesh() method from long CraeteMeshFromPrimMesher() method
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13 years ago |
Justin Clark-Casey (justincc)
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29034bc0e0
minor: code tidy up - remove a couple of Console.WriteLine() accidentally added in the last commit
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13 years ago |
Justin Clark-Casey (justincc)
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36df9ae79a
refactor: Separate the OdeScene class into its own file from OdePlugin.cs, to improve code readability
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13 years ago |