| Commit message (Collapse) | Author | Files | Lines |
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was getting zeroed too easily. Added VehicleMinVelocity parameter.
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It originally looked like mesh terrain would perform better for vehicles
but, after much use, heightmap is the clear winner.
Force terrain implementation to heightmap if the physics region is
larger than legacy region size. This solves running out of memory for
very large regions.
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static objects.
Reorder collision flag setting code for terrain to fit pattern used elsewhere.
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Add parameter for setting the walking stopped threshold.
This fixes the slight jump when an avatar stops walking.
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LocalID of object which created the taint.
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SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
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spaces better. This shouldn't affect many since this HACD routine is off by default.
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This fixes the problem of avatars bouncing when logged in.
Added a little height to the avatar height fudges to eliminate a problem
of feet being in the ground a bit.
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the simulator expects it (scaled to 100kg/m^3).
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Reduce object density by factor of 100 to bring physical mass computations
into a range better suited for Bullet.
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Add parameter to not apply vehicle linear deflection Z forces if
vehicle is not colliding. This defaults to 'true' so vehicles will fall
even if there is some linear deflection to apply.
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selectable from configuration paramters.
Changed default algorithm to "1" from previous default as it seems to
handle Y axis correction a little better.
Add config file independent enablement of vehicle angular forces to
make debugging easier (independent testing of forces).
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center-of-gravity implementation.
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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.
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heartbeat timestep when running the physics engine on a separate
thread. This reduces the occurance of heartbeats that happen when
there is no physics step which is seen as vehicle jerkyness.
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thread. Off by default until more testing.
Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics
engine to be called on its own thread and the heartbeat thread only
handles the reporting of property updates and collisions. Physics frame
rate is about right but physics execution time goes to zero as accounted
by the heartbeat loop.
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if the mesh asset specifies physics hulls, BulletSim will fetch and
use same rather than approximating the hulls. If physics hulls are not
specified, the representation will fall back to the regular physics mesh.
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which recompute GImpact shape bounding box after creation as Bullet
doesn't do that itself (something it does for nearly every other shape).
Now, physical prims without cuts become single mesh convex meshes. Physical
prims with cuts become GImpact meshes. Meshes become a set of convex
hulls approximated from the mesh unless the hulls are specified in the
mesh asset data. The use of GImpact shapes should make some mechanical
physics more stable.
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Another parameter for vehicle operation tuning.
Default to <1,1,1> which means nothing is different under normal use.
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Add debugging messages for hull asset use.
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Default to 'off' as it needs debugging.
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This reverts commit 2fd8819a043269f9308cb46c71893e6eb35a426e.
Remove this code until I can figure out why the references that are
clearly in prebuild.xml doesn't work for the
'using OpenSim.Region.Physics.Meshing' in BSShape.cs.
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Default to 'off' as it needs debugging.
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for prims that have cuts or holes. Default logic to 'off' as it
needs debugging.
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avatar standing on ground view better and enables tuning.
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Output messages on features disabled when using BulletXNA.
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specifications required for simple properties with defaults.
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Parameter added to enable/disable this feature.
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changes.
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of both position change and up force that move avatars over barrier.
Default parameters are for steps up to 0.5m in height.
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totally debugged. Updated DLLs and SOs with more debugged HACD library code.
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The symptom was exceptions while creating physical terrain.
Reduce default terrain mesh magnification to 2 from 3 because the
higher resolution uses a lot of memory and doesn't solve the terrain
smoothness for vehicles.
Added comments here and there and improved some debugging log messages.
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hull count for simple (non-cut prims) meshes.
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TerrainMeshMagnification controls number of vertices generated per
heightmap point. Default is 3.
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contact processing threshold for static object as well as mesh terrain.
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regions when there are no region neighbors.
Add some terrain location processing routines to support above.
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maximum velocity and angular velocity values for prims.
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to eliminate some of the "cannot find terrain height" warning messages.
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(like vectors or quaternions).
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funny unit that is 100 times real density (default 1000).
Fix avatar drifting slowly when stationary flying.
Fix for physical prims getting corrected for being under terrain when it was
just its geometric center that was below terrain.
Add PreUpdatePropertyAction allowing plugable modifiction of phys
parameters returned from Bullet.
Fix an exception setting GravityMultiplier on initialization.
Update DLLs and SOs for good measure (no functional change).
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DLLs and SOs for setting same.
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variables rather than own local varaibles.
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default. This should fix the invisible barrier in sculptie doorways bug.
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and, for the moment, default to 'off'.
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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.
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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.
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