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path: root/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs (unfollow)
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2013-02-05BulletSim: make removing zero width triangles from meshes optionalRobert Adams1-0/+6
and, for the moment, default to 'off'.
2013-02-05BulletSim: remove degenerate triangles from meshes. This fixes theRobert Adams1-6/+12
invisible barriers in sculptie doorways (Mantis 6529). Bump up level-of-detail for physical meshes to 32 (the max). This fixes the invisible barriers that showed up in prim cut arches. NOTE: the default LOD values are removed from OpenSimDefaults.ini. If you don't change your OpenSimDefaults.ini, you will continue to see the arch problem.
2013-02-05BulletSim: rework some parameter setting implementation moving functionality ↵Robert Adams1-54/+77
that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.
2013-01-28BulletSim: enable angular vertical attraction.Robert Adams1-1/+1
Increase terrain collision margin to help vehicles from tunneling into same.
2013-01-27BulletSim: simplify the initialization of some of the parameters.Robert Adams1-26/+10
Disable vertical attraction for vehicles by default (for the moment). Fix bug where vehicle would go crazy when velocity got above a certain speed.
2013-01-27BulletSim: parameterize the value for gravity reduction for ground vehicles ↵Robert Adams1-3/+9
on the ground. Set defaults for vehicle factors to one. Debug logging changes.
2013-01-27BulletSim: parameterize several vehicle debugging values: physical linear ↵Robert Adams1-0/+45
and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values
2013-01-24BulletSim: disable CCD (continuious collision detection) andRobert Adams1-3/+3
contact processing threshold since the first didn't solve tunneling problems but used resources and the latter caused instabilities.
2013-01-23BulletSim: center-of-gravity linkset changes. Not working yet.Robert Adams1-5/+2
Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
2013-01-21BulletSim: Tweeks to vehicle motion.Robert Adams1-1/+1
Pass through old angular velocity making for smoother transitions. Remove some old kludges for angular motion (damping and rotvel suppression).
2013-01-21BulletSim: remove unused MaxTaintsToProcessPerStep parameterRobert Adams1-7/+3
2013-01-20BulletSim: More aggressive as setting character velocity to zeroRobert Adams1-1/+31
when should be standing. Modify angular force routines to be the same pattern as linear force routines. BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!! Fix some bugs in BSMotor dealing with the motor going to zero. Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity, MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity, and most of the values are defaulted to values that are larger than in SL. Use the new parameters in BSPrim, BSCharacter and BSDynamic.
2013-01-15BulletSim: reduce maximum force a script can apply (like in llApplyImpulse)Robert Adams1-3/+3
to the documented maximum from the outragious number previously.
2013-01-15BulletSim: by default, turn on continuious collision detection (CCD)Robert Adams1-3/+3
and enable friction computation caching. Remove dangerous BulletSim settings from OpenSimDefaults.ini.
2013-01-11BulletSim: Redo linear function coding so they can better interact. New ↵Robert Adams1-0/+6
algorithm for limitMotorUp that relies on going up when not colliding rather than distance from ground. Add parameter for turning on and off embedded source vehicle debugging.
2013-01-07BulletSim: add function to push avatar up when hitting stairs.Robert Adams1-0/+18
It looks like BulletSim and ODE rely on penetration correction to cause the avatar to move up and thus allowing walking up stairs. Object penetration was minimized for walking and flying (so one doesn't go through walls) and this stopped stairs from working. This commit introduces avatar movement code to check for collisions at the feet while walking and attempts to raise the avatar for the steps. Not yet perfect but movement is better.
2013-01-04BulletSim: add ResetBroadphasePool and ResetConstraintSolver diagnosticRobert Adams1-0/+28
functions. If values set from console, the functions are called. Looking for why the collision pools fill up with unnecessary stuff.
2013-01-01BulletSim: add parameter to have Bullet output performance statisticsRobert Adams1-4/+4
every so many frames. Default to off.
2012-12-31BulletSim: nearly complete in conversion from BulletSimAPI to BSAPITemplate. ↵Robert Adams1-5/+5
Only initialization and debug fuctions left.
2012-12-31BulletSim: another round of conversion: dynamics world and collision object ↵Robert Adams1-4/+4
functions.
2012-12-28BulletSim: add 'AvatarAlwaysRunFactor' parameter and use in setTargetVelocityRobert Adams1-0/+6
to implement the 'always run' feature.
2012-12-27BulletSim: Parameterize nominal frame rate (55) and add parameters to ↵Robert Adams1-0/+5
dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles.
2012-12-27BulletSim: add physical parameter min/max constants in BSParam. I just don't ↵Robert Adams1-0/+12
like raw numbers scattered around the code.
2012-12-24BulletSim: Default avatar density changed to 3.5 which is WAY closerRobert Adams1-1/+1
to the SL value. Fixed frictin values for physical materials which were just wrong which caused things that should have slipped to not.
2012-12-21BulletSim: repair vehicle problems introduced in previous 'improvements'. ↵Robert Adams1-558/+559
Fix line endings in BSParams.
2012-12-21BulletSim: Move all the parameter variables, tables and get and fetch logic ↵Robert Adams1-0/+558
to a separate, static class for easier addition and to remove all that bulk from the BSScene class.