Justin Clark-Casey (justincc)
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aae76f7be4
Stop logging spurious asset data for {0} is zero length error for sculpts/mesh
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12 years ago |
Justin Clark-Casey (justincc)
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ff6c69000e
Log warning if mesh/sculpt asset couldn't be found by ODEPrim.MeshAssetReceived() callback.
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12 years ago |
Justin Clark-Casey (justincc)
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cccf695327
Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing exception.
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12 years ago |
Justin Clark-Casey (justincc)
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37de965233
Make MeshAssetReceived private.
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12 years ago |
Justin Clark-Casey (justincc)
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aeeed29d62
correct ODEPrim.MeshAssetReveived -> MeshAssetReceived
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12 years ago |
Justin Clark-Casey (justincc)
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5bc07a15f5
minor: remove unnecessary bit of method doc from OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically
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12 years ago |
Justin Clark-Casey (justincc)
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d2b19f00da
Fix minor issues from commit 28483150
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12 years ago |
UbitUmarov
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28483150e2
[UNTESTED] core Ode: let broken mesh physical prims collide with land as
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12 years ago |
UbitUmarov
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b058ba5859
[UNTESTED] core Ode: stop trying to load a broken asset. Make broken
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12 years ago |
UbitUmarov
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1e7fb2dc36
i update core ode plugin and make it load is meshs (i hope)
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12 years ago |
teravus
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a2ab3b88de
Soliciting for comments on smoothness of physics objects for this build.
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12 years ago |
teravus
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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.
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12 years ago |
teravus
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df3d1d1301
Minor Modification, switch /2 to 0.5f in ODEPrim.Velocity
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12 years ago |
Justin Clark-Casey (justincc)
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c6f30e044b
Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed from ODEPrim.SetGeom.
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12 years ago |
Justin Clark-Casey (justincc)
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ae2b8f7007
Comment out spurious Body != IntPtr.Zero code after disableBody(), since disableBody() sets Body == IntPtr.Zero on all code paths.
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12 years ago |
Justin Clark-Casey (justincc)
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f609594595
refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate.
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12 years ago |
Justin Clark-Casey (justincc)
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7a574be3fd
Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim.
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12 years ago |
Justin Clark-Casey (justincc)
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566327a948
If a physical prim is manually moved (e.g. by a user) then set the geometry position as well as the body position
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12 years ago |
Justin Clark-Casey (justincc)
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1c0f3a1f21
Fix crash where two scene loop threads could changes m_MeshToTriMeshMap at the same time.
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12 years ago |
Justin Clark-Casey (justincc)
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f67f37074f
Stop spurious scene loop startup timeout alarms for scenes with many prims.
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12 years ago |
Dan Lake
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a1dc4e830d
Remove unused SetAcceleration and add set on Acceleration parameter
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13 years ago |
Justin Clark-Casey (justincc)
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daf99f8c0a
slightly simplify OdeScene.Simulate() by removing bool processtaints, since we can inspect count of taint lists instead.
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13 years ago |
Justin Clark-Casey (justincc)
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225b925f4e
Comment out calls to OdeScene.waitForSpaceUnlock() since that method does nothing right now
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13 years ago |
Justin Clark-Casey (justincc)
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cead87005b
Have ODECharacter and ODEPrim both use PhysicsActor.Name instead of maintaining their own properties
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13 years ago |
Justin Clark-Casey (justincc)
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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!
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13 years ago |
Justin Clark-Casey (justincc)
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f7b8c54c24
Add comment for experimental effect of removing the Thread.Sleep(20) in ODEPrim.changevelocity()
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13 years ago |
Justin Clark-Casey (justincc)
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820242bc49
Fix a bug I introduced yesterday in ODE physics where prim scripts would only receive the very first collision.
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13 years ago |
Justin Clark-Casey (justincc)
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0f83f87233
Remove unused fields from CollisionEventUpdate
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13 years ago |
Justin Clark-Casey (justincc)
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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.
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13 years ago |
Justin Clark-Casey (justincc)
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f10a824e47
Remove unnecessary lock of OdeLock in OdePrim.changeadd()
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13 years ago |