コミット履歴

作者 SHA1 メッセージ 日付
  Justin Clark-Casey (justincc) f64089fa6c Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed from ODEPrim.SetGeom. 12 年 前
  Justin Clark-Casey (justincc) 2889961622 Comment out spurious Body != IntPtr.Zero code after disableBody(), since disableBody() sets Body == IntPtr.Zero on all code paths. 12 年 前
  Justin Clark-Casey (justincc) 232f59749e refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate. 12 年 前
  Justin Clark-Casey (justincc) c7ddc7a633 Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim. 12 年 前
  Justin Clark-Casey (justincc) 265707d21c If a physical prim is manually moved (e.g. by a user) then set the geometry position as well as the body position 12 年 前
  Justin Clark-Casey (justincc) 64eb4b8408 Fix crash where two scene loop threads could changes m_MeshToTriMeshMap at the same time. 12 年 前
  Justin Clark-Casey (justincc) f67f37074f Stop spurious scene loop startup timeout alarms for scenes with many prims. 12 年 前
  Dan Lake a1dc4e830d Remove unused SetAcceleration and add set on Acceleration parameter 13 年 前
  Justin Clark-Casey (justincc) daf99f8c0a slightly simplify OdeScene.Simulate() by removing bool processtaints, since we can inspect count of taint lists instead. 13 年 前
  Justin Clark-Casey (justincc) 225b925f4e Comment out calls to OdeScene.waitForSpaceUnlock() since that method does nothing right now 13 年 前
  Justin Clark-Casey (justincc) cead87005b Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaining their own properties 13 年 前
  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 年 前
  Justin Clark-Casey (justincc) f7b8c54c24 Add comment for experimental effect of removing the Thread.Sleep(20) in ODEPrim.changevelocity() 13 年 前
  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 年 前
  Justin Clark-Casey (justincc) 0f83f87233 Remove unused fields from CollisionEventUpdate 13 年 前
  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 年 前
  Justin Clark-Casey (justincc) f10a824e47 Remove unnecessary lock of OdeLock in OdePrim.changeadd() 13 年 前
  Justin Clark-Casey (justincc) 5515c45e3b minor: method doc to explain a lock of OdeLock 13 年 前
  Justin Clark-Casey (justincc) 71d221cdc0 Remove the unused CollisionLocker from ODE 13 年 前
  Justin Clark-Casey (justincc) 9cc2694776 restrict unnecessary access levels on ODEPrim fields/properties 13 年 前
  Justin Clark-Casey (justincc) f2132329a3 refactor: make methods that do not need to be public in ODE private or internal to aid code reading/analysis. Remove some unused method arguments 13 年 前
  Justin Clark-Casey (justincc) 1e798136c3 adjust some whitespace to trigger another build, to check the last failure was just a glitch 13 年 前
  Justin Clark-Casey (justincc) 05e94ff27e Move common gemo/agent map name code into CreateGeom() 13 年 前
  Justin Clark-Casey (justincc) f9d6a91252 Instead of preserving old name in geom_name_map in change size or shape, use the Name property instead. 13 年 前
  Justin Clark-Casey (justincc) ccb4b76242 On geom removal, remove the name from the OdeScene.geom_name_map too 13 年 前
  Justin Clark-Casey (justincc) f79df6f43f remove the unused ODEPrim.prev_geom field 13 年 前
  Justin Clark-Casey (justincc) f32dbef647 When an ODE geom is removed (as when a non-phantom prim is deleted, resized or shape changed, also remove the OdeScene.actor_name_map entry pointing to the phys actor 13 年 前
  Justin Clark-Casey (justincc) 6618948ff9 refactor: centralize prim geom removal code from four places to one 13 年 前
  Justin Clark-Casey (justincc) 509200d5cd minor: add note to RemovePrimThreadLocked() to the effect that it contrary to the summary, it is being called from within Simulate() lock (OdeLock) 13 年 前
  Justin Clark-Casey (justincc) dfa2f7d715 If a prim changes size or shape, add actor to _parent_scene.actor_name_map with new prim_geom key, as the old one becomes invalid. 13 年 前