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* Revert "Revert "BulletSim: only create vehicle prim actor when vehicles are ↵Robert Adams2013-07-231-1/+1
| | | | | | | | enabled."" Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a.
* Revert "BulletSim: only create vehicle prim actor when vehicles are enabled."Robert Adams2013-07-221-1/+1
| | | | | | The changes don't seem to be ready for prime time. This reverts commit acb7b4a09ad564d1dfae3ad12adbb593ca3942c9.
* BulletSim: only create vehicle prim actor when vehicles are enabled.Robert Adams2013-07-221-1/+1
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* BulletSim: make all the different angularVerticalAttraction algorithmsRobert Adams2013-07-081-1/+3
| | | | | | | | 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).
* BulletSim: remove the handle to the vehicle actor and cause routinesRobert Adams2013-06-301-14/+18
| | | | that need it to look it up.
* BulletSim: convert BSDynamic to a BSActor and change BSPrim to setRobert Adams2013-03-311-6/+6
| | | | up the vehicle actor.
* BulletSim: fix physics repositioning when under ground to only happenRobert Adams2013-01-292-14/+45
| | | | for physical objects. Non-physical objects can go anywhere they want.
* BulletSim: first unit test: vehicle angular attractionRobert Adams2013-01-282-56/+127
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* BulletSim: do not zero an avatar's standing velocity if it is standingRobert Adams2013-01-281-81/+87
| | | | | | | on a moving object. Rearrange pre/post action subscription code to put more in locks. Add meshmerizer params to BulletSimTestUtil scene creation (and fix line endings). Rebuilt version of DLLs and SOs with cleaned up code and no profiling for sure.
* BulletSim: add framework for BulletSim unit tests. No tests yet.Robert Adams2013-01-273-0/+193