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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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master.
This reverts commit dfac269032300872c4d0dc507f4f9062d102b0f4, reversing
changes made to 619c39e5144f15aca129d6d999bcc5c34133ee64.
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party license and contributor in for for Aurora-Sim project for physics code.
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method variables to reduce confusion between a physics scene and the real scene.
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RemoveAndDestroyConstraint(BSConstraint xx)
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debugging.
Linkset bugs fixed where accounting of children would get lost.
Moved scene based vehicle tracking logic from prim to the scene.
Added GetCollisionFlags2 method to BulletSimAPI.
Updated DLLs and SOs.
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6dof constraint but eventually others will be exposed so future
features can use all the Bullet capabilities.
Force children to generate a position update when unlinked.
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Set ERP and CFM in linkset constraints.
Reorder rebuilding of object bodies so they are not rebuilt everytime
something is linked and unlinked.
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Only it's hairdresser knows for sure)
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