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path: root/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs (follow)
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* BulletSim: rework velocity updating when not colliding and not flyingRobert Adams2013-06-201-5/+39
| | | | | | | to prevent infinite jumps. Now jumps last only AvatarJumpFrames long (default 4) which is about as high as in SL. TODO: jumping should only depend on standing (collision with feet) rather than collision anywhere on the avatar.
* BulletSim: remove friction calcuation from BSMotor and move linear andRobert Adams2013-05-061-1/+0
| | | | | | | angular friction computation into linear and angular movement code. The friction wasn't being applied properly. This will make it so vehicles don't drift as much and the drift is tunable by changing the friction timescales.
* BulletSim: remove trailing white space to make git happier. No functional ↵Robert Adams2013-04-291-1/+1
| | | | changes.
* BulletSim: massive refactor of shape classes. Removed shape specific code ↵Robert Adams2013-04-291-2/+2
| | | | from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
* BulletSim: improve avatar stair walking up. Add more parameters to control forceRobert Adams2013-04-231-18/+85
| | | | | of both position change and up force that move avatars over barrier. Default parameters are for steps up to 0.5m in height.
* BulletSim: clean up actor code so routines use the same coding pattern.Robert Adams2013-04-081-12/+10
| | | | Fix a few enabling problems.
* BulletSim: complete movement of physical object action code out of theRobert Adams2013-04-081-0/+287
physical object and into actors for setForce, setTorque, hover, lock axis and avatar move.