| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
|
|
|
|
| |
Increase terrain collision margin to help vehicles from tunneling
into same.
|
|
|
|
|
|
| |
Disable vertical attraction for vehicles by default (for the moment).
Fix bug where vehicle would go crazy when velocity got above a
certain speed.
|
|
|
|
| |
on the ground. Set defaults for vehicle factors to one. Debug logging changes.
|
|
|
|
| |
and angular force factors now default to less than 1 (0.2) vehicle friction and restitution now default to low values
|
|
|
|
|
| |
contact processing threshold since the first didn't solve tunneling
problems but used resources and the latter caused instabilities.
|
|
|
|
|
|
| |
Conflicts:
OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
|
|
|
|
|
| |
Pass through old angular velocity making for smoother transitions.
Remove some old kludges for angular motion (damping and rotvel suppression).
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
| |
to the documented maximum from the outragious number previously.
|
|
|
|
|
| |
and enable friction computation caching. Remove dangerous BulletSim
settings from OpenSimDefaults.ini.
|
|
|
|
| |
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.
|
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
| |
functions. If values set from console, the functions are called. Looking
for why the collision pools fill up with unnecessary stuff.
|
|
|
|
| |
every so many frames. Default to off.
|
|
|
|
| |
Only initialization and debug fuctions left.
|
|
|
|
| |
functions.
|
|
|
|
| |
to implement the 'always run' feature.
|
|
|
|
| |
dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles.
|
|
|
|
| |
like raw numbers scattered around the code.
|
|
|
|
|
|
| |
to the SL value.
Fixed frictin values for physical materials which were just wrong
which caused things that should have slipped to not.
|
|
|
|
| |
Fix line endings in BSParams.
|
|
to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
|