| Commit message (Collapse) | Author | Age | Files | Lines |
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of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN.
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This reverts commit 7b0604dc492b95b0edaeb4de367e1f92d29e85d3.
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This reverts commit bad9cb918a3a51038c0a833b3d644cb3bf4864ad.
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up some usages. Disable motor when done.
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pre and post step event invocation routines to Trigger* to be consistant. Remove old, unused code.
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updates for vehicles with per-frame action registration. One fewer special case.
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over time.
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problem was Bullet deactivating the object between the pushes (when, as far as the physics engine is concerned, it isn't moving).
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Use same to implement setForce and setTorque so the values are restored at the beginning of each step (since Bullet zeros forces applied last step). Simplify implementation of AddForce and AddTorque by relying on the addition of forces in Bullet.
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Fix line endings in BSParams.
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to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
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flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable.
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to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly.
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variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list.
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not specified. Add test dump routine. Don'e zero current and target values when error goes to zero as the values could be used externally to store the actual target values, etc.
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control (m_known* stuff). Bitmaps will be quicker to test and to clear.
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longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list.
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subclass for PID error correction.
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correction velocity rather than estimating correction (excuse to use trig functions).
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Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
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interference between incoming packets.
On Windows, concurrent multi-threaded processing of inbound UDP somehow allows different data input processing to interfere with each other.
Possibly the endpoint reference is being switched, though I don't yet know the mechanism. Not seen on Mono.
Also resolveable by setting RecyclePackets = false or RecycleBaseUDPPackets = false in [PacketPool]
Or async_packet_handling = false in [ClientStack.LindenUDP]
For now, will simply disable this particular pooling though will revisit this issue.
In response to http://opensimulator.org/mantis/view.php?id=6468
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advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning.
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doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
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reset (as called by llResetOtherScript()).
As with script stop (via llDie()) aborting other scripts event threads, llResetOtherScript() can also abort any current event thread on another script.
On mono 2.6, 2.10 and possibly later this may cause locking problems in certain code areas.
This commit reuses the recently introduced [XEngine] WaitForEventCompletionOnScriptStop to make this a 1 sec timeout, rather than 0 secs.
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mis-application of correction to postion for below groundness.
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changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry.
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function to test if a position is over known terrain.
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test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change.
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that log4net can be slowish so, if one is generating A LOT of debug output, alternate printers are better
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until after physical object destruction. TerrainManager also made disposable and that feature used.
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doesn't need to do that bookkeeping because SOG/SOP already does it.
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startup.
This may have been the cause of the DivByZero in http://opensimulator.org/mantis/view.php?id=6460
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more helpfully log the name, id, position and region of that object.
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use (such as logging anim pack contents sent to clients)
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default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around.
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This caused movement problems and large prim vehicles to take up a LOT of simulation time.
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