| Commit message (Collapse) | Author | Age | Files | Lines |
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simulation time). improved a bit old ode simulations per call math
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Remove these changes until the region crossing problems can be figured out.
This reverts commit 062ec0efbda0e4ca6df5541039569e023d0d0e79.
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until it is fully configured. Another addition to fixing the
collisions stopping problem.
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of race conditions and, especially, race conditions when an object is
removed and quickly re-added to a scene.
This hopefully reduces the occurance of problems when avatars TP within
a region -- the main problem being the loss of collisions.
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Whoever defined that structure was really into esoteric coding.
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Change how physics engine is created in unit tests to resolve a lib reference problem.
Add ShapeInfoInfo class to collect info about the created physical shape
for debugging and unit test testing.
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when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
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thread and run work in the jobengine from Watchdog to a WorkManager class.
This is to achieve a clean separation of concerns - the watchdog is an inappropriate place for work management.
Also adds a WorkManager.RunInThreadPool() class which feeds through to Util.FireAndForget.
Also switches around the name and obj arguments to the new RunInThread() and RunJob() methods so that the callback obj comes after the callback as seen in the SDK and elsewhere
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rather than a sleep.
In theory, there should be no difference between these mechanisms.
However, on at least Mono 3.2.8 waiting via an event appears to be much more accurate.
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Will only effect Windows or mono with a patch such as https://gist.github.com/justincc/31e52218d098529b4696 applied
For test purposes
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method is only run for an indepndent thread anyway.
Also remove bulletsim monitored thread from watchdog on shutdown.
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The cost is minimal (also done for scene loop) at the benefit of telling us if this thread simply stops for some reason.
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watchdog.
This allows us to see the presence of the permanent thread via the "show threads" console comand.
Also adds the region name to the thread name.
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Fix for 7284 which is an enumeration exception when starting up a region.
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bulletsim physics is running in a separate thread.
This will also allow the "disable physics" setting in the region debug viewer dialog to work in this circumstance.
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from locking up when running BulletSim on a separate thread.
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step updates and collisions. This is an attempt to fix a crash reported
by Justin when doing high velocity teleports.
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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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with a passed region size. This time in the map code and grid services code.
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physics engine.
Older physics engines will default to the legacy region size.
Update BulletSim to use the new region size information.
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LocalID of object which created the taint.
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and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
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constraints. Not fully functional. Remove double definition of ExtendedPhysics parameters by having BulletSim reference the optional module (addition to prebuild.xml and usings).
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linkset's link back to a fixed, non-moving connection.
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Attempt to fix Mantis 6740 (http://opensimulator.org/mantis/view.php?id=6740).
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don't happen until the object is completely initialized.
This fixes the problem of doing a teleport while the simulator is running.
The destruction of the physical object while the engine is running means
that the physics parameter update would overwrite the new position of the
newly created avatar.
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and processing routines in BulletSim.
Add linkset rebuild/conversion routine in BSLinkset.
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before the first simulator step.
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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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effect if LinksetOffsetCenterOfMass=false (the default).
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Fix small typo in one log message.
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so error messages make more sense.
Change some BulletSim status log messages from WARN to INFO.
Update TODO list.
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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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for prims that have cuts or holes. Default logic to 'off' as it
needs debugging.
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in any INI file. Update TODO list.
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Output messages on features disabled when using BulletXNA.
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Parameter added to enable/disable this feature.
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totally debugged. Updated DLLs and SOs with more debugged HACD library code.
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up the vehicle actor.
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(like vectors or quaternions).
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Various comments and debugging message mods.
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layers for physical (vs simulator) location displacement and linksets.
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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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