Melanie
7830cc9954
Merge branch 'master' into careminster
...
Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
OpenSim/Services/HypergridService/UserAgentService.cs
2013-07-18 10:08:10 +01:00
Justin Clark-Casey (justincc)
047ef9c2a5
minor: remove some mono compiler warnings in OdePlugin
2013-07-08 23:36:57 +01:00
Melanie
d3892bbd06
Merge branch 'master' into careminster
...
Conflicts:
OpenSim/Data/MySQL/MySQLSimulationData.cs
OpenSim/Framework/Servers/VersionInfo.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
2013-02-05 21:30:12 +00:00
Justin Clark-Casey (justincc)
1f1da23097
Bump version and assembly version numbers from 0.7.5 to 0.7.6
...
This is mostly Bluewall's work but I am also bumping the general version number
OpenSimulator 0.7.5 remains in the release candidate stage.
I'm doing this because master is significantly adding things that will not be in 0.7.5
This update should not cause issues with existing external binary DLLs because our DLLs do not have strong names
and so the exact version match requirement is not in force.
2013-02-05 00:23:17 +00:00
Melanie
9a4de546fe
Merge branch 'master' into careminster
...
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
2013-01-31 02:53:11 +00:00
Robert Adams
f6380a3ad3
BulletSim: fix the trimming of colliders so only the top 25 are returned.
2013-01-28 09:02:01 -08:00
Melanie
fc5711fa7a
Merge commit '8bf0a9f85dda4b1831630b65620d5c6868196c11' into careminster
...
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
2013-01-16 01:11:20 +00:00
Robert Adams
eacc2561d1
BulletSim: add osGetPhysicsEngineType() LSL function and update
...
the physics engines to return the name that is specified in the INI
file ("physics = XXX") as the type of engine.
This os function is a little different than the others in that it
does not throw an exception of one is not privilaged to use it.
It merely returns an empty string.
2013-01-11 16:47:35 -08:00
Melanie
daa1d99513
Merge branch 'master' into careminster
...
Conflicts:
OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
OpenSim/Region/Physics/Meshing/Meshmerizer.cs
2012-11-30 01:19:08 +00:00
Justin Clark-Casey (justincc)
aae76f7be4
Stop logging spurious asset data for {0} is zero length error for sculpts/mesh
...
ODEPrim, for instance, always hits this code path twice at the moment
Firstly before any sculpt data has been loaded (hence the spurious message)
Secondly when any sculpt data has been loaded or failed to load (when the message would be valid).
Hence comment this out and rely on the message in ODEPrim.MeshAssetReceived() instead
(though this is not ideal since it requires all physics plugins to copy/paste similar code).
2012-11-28 02:01:04 +00:00
Melanie
fd7a83f439
Merge branch 'master' into careminster
...
Conflicts:
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs
2012-11-25 14:13:50 +00:00
Justin Clark-Casey (justincc)
22d4c52ffc
Consistenly make NUnit test cases inherit from OpenSimTestCase which automatically turns off any logging enabled between tests
2012-11-24 03:15:24 +00:00
Melanie
06fa1681ae
Merge branch 'master' into careminster
2012-11-15 00:43:26 +00:00
Diva Canto
aeeaa3a0a9
Added AssemblyInfos to every dll in the OpenSim.Region namespace.
2012-11-14 11:09:43 -08:00
Diva Canto
e4cb7af98a
Updated all existing AssemblyVersions's to 0.7.5.*. Many DLLs still don't have an AssemblyInfo file.
2012-11-13 19:26:43 -08:00
Melanie
415b89f434
Merge branch 'master' into careminster
2012-11-09 22:58:42 +00:00
Dan Lake
9bc0419679
ODECharacter overrides TargetVelocity. No change to existing behavior
2012-11-08 01:18:25 -08:00
Melanie
28a4ea73ea
Merge branch 'master' into careminster
...
Conflicts:
OpenSim/Framework/ChildAgentDataUpdate.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
2012-10-31 00:13:33 +00:00
Justin Clark-Casey (justincc)
ff6c69000e
Log warning if mesh/sculpt asset couldn't be found by ODEPrim.MeshAssetReceived() callback.
...
Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated.
2012-10-30 01:40:59 +00:00
Justin Clark-Casey (justincc)
cccf695327
Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing exception.
...
In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved).
2012-10-30 01:14:48 +00:00
Justin Clark-Casey (justincc)
37de965233
Make MeshAssetReceived private.
...
Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity.
2012-10-30 01:08:00 +00:00
Justin Clark-Casey (justincc)
aeeed29d62
correct ODEPrim.MeshAssetReveived -> MeshAssetReceived
2012-10-30 01:07:14 +00:00
Melanie
48569e856a
Merge branch 'master' into careminster
...
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
2012-10-30 01:02:20 +00:00
Melanie
5b0fc60296
Merge branch 'avination' into careminster
...
Conflicts:
OpenSim/Region/Physics/OdePlugin/ODEPrim.cs
2012-10-28 18:58:43 +00:00
Melanie
13cef0b16a
Merge branch 'master' into careminster
...
Conflicts:
OpenSim/Framework/LandData.cs
2012-10-23 17:23:36 +01:00
Justin Clark-Casey (justincc)
5bc07a15f5
minor: remove unnecessary bit of method doc from OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically
2012-10-20 02:52:38 +01:00
Justin Clark-Casey (justincc)
d2b19f00da
Fix minor issues from commit 28483150
...
Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity
2012-10-20 02:49:16 +01:00
Melanie
e5760430c5
Merge branch 'master' into careminster
2012-10-19 01:20:13 +01:00
UbitUmarov
28483150e2
[UNTESTED] core Ode: let broken mesh physical prims collide with land as
...
the defaul basic box so they don't go off world.
2012-10-19 01:19:48 +01:00
Melanie
29ab5a6bfe
Merge branch 'master' into careminster
2012-10-19 00:32:25 +01:00
UbitUmarov
b058ba5859
[UNTESTED] core Ode: stop trying to load a broken asset. Make broken
...
assets behave like phantom by Nebadon request
2012-10-19 00:30:48 +01:00
UbitUmarov
739782627a
[UNTESTED] core Ode: let broken mesh physical prims collide with land as
...
the defaul basic box so they don't go off world.
2012-10-19 01:25:30 +01:00
UbitUmarov
33a67b691e
[UNTESTED] core Ode: stop trying to load a broken asset. Make broken
...
assets behave like phantom by Nebadon request
2012-10-19 00:36:32 +01:00
UbitUmarov
1e7fb2dc36
i update core ode plugin and make it load is meshs (i hope)
...
Signed-off-by: Melanie <melanie@t-data.com >
2012-10-18 20:58:12 +01:00
Melanie
72c925a6c9
Merge branch 'avination' into careminster
...
Conflicts:
OpenSim/Framework/WebUtil.cs
OpenSim/Region/Physics/OdePlugin/OdeScene.cs
2012-10-18 20:56:34 +01:00
Melanie
6ce93b22d1
Merge branch 'master' into careminster
...
Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.cs
2012-10-12 19:05:06 +01:00
teravus
7e90ea3551
av_av_collisions_off = false OdePhysics Settings in OpenSimDefaults.ini - No Avatar Avatar Collisions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment.
2012-10-09 10:41:16 -04:00
teravus
764270a0d8
Add config option to plant avatar where they are reducing avatar avatar 'pushability' av_planted see OpenSimDefaults.ini. Use when you have unruly visitors that rudely push each other around. Still allows a small amount of movement based on the avatar movement PID controller settings. You can increase the spring tension in the PID controller and really prevent any movement if you would like.
2012-10-09 09:26:11 -04:00
UbitUmarov
4efc90ef37
i update core ode plugin and make it load is meshs (i hope)
2012-10-07 05:53:52 +01:00
Melanie
637e9a10db
Merge branch 'master' into careminster
...
Conflicts:
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
2012-10-04 20:16:23 +01:00
teravus
a2ab3b88de
Soliciting for comments on smoothness of physics objects for this build.
...
This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build.
Thanks!
2012-10-03 18:30:44 -04:00
Melanie
8a552ac907
Merge branch 'master' into careminster
2012-10-03 17:40:13 +01:00
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.
2012-10-03 02:30:23 -04:00
teravus
df3d1d1301
Minor Modification, switch /2 to 0.5f in ODEPrim.Velocity
2012-10-02 23:14:35 -04:00
Melanie
771d79e83e
Merge branch 'master' into careminster
...
Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
OpenSim/Region/Application/OpenSim.cs
OpenSim/Region/Application/OpenSimBase.cs
OpenSim/Region/Framework/Scenes/SceneManager.cs
bin/OpenMetaverse.Rendering.Meshmerizer.dll
bin/OpenMetaverse.StructuredData.dll
bin/OpenMetaverse.dll
bin/OpenMetaverseTypes.dll
prebuild.xml
2012-07-28 00:39:36 +01:00
Justin Clark-Casey (justincc)
d4f476c7ce
Remove the LandGeom checks in OdeScene - these are pointless since LandGeom is always IntPtr.Zero and contacts returned always have a valid geometry.
...
Possibly this was for a feature that was never implemented or was otherwise removed.
Thanks to SignpostMarv for the spot of the warning that shows this parameter was never changed.
2012-07-27 23:31:19 +01:00
Robert Adams
9e914f5c32
Add check so Ode does not try to simulate after it has been Dispose()'ed. Fixes exception that happens when shutting down region (improvements from last patch)
2012-07-26 16:03:15 -07:00
Melanie
6137f37028
Merge branch 'master' into careminster
...
Conflicts:
OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
OpenSim/Region/Framework/Scenes/Scene.cs
2012-06-29 22:24:53 +01:00
Justin Clark-Casey (justincc)
0229e90dcc
Move update of the final optional ODE total frame stat inside the OdeLock rather than outside to avoid a very occasional race condition with the stat collection thread
2012-06-29 01:02:35 +01:00
Justin Clark-Casey (justincc)
e420f815dc
refactor: rename _collisionEventPrim to m_collisionEventActors and _collisionEventPrimChanges to m_collisionEventActorsChanges to reflect their actual contents.
...
These dictionaries handle all actor types, not just physical prims.
2012-06-29 00:54:40 +01:00