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* BulletSim: stop processing linkset child when it is discovered that theRobert Adams2014-06-181-0/+1
| | | | child doesn't have a physical shape. Another attempt at fixing Mantis 7191.
* BulletSim: more tweeks to AliciaRaven's flying mods. Added parametersRobert Adams2014-06-182-11/+18
| | | | | | | AvatarFlyingGroundMargin and AvatarFlyingGroundUpForce set to 5.0 and 2.0 respectively which seems to give about the same action as in SL. Also moved force addition to before the velocity to force computation so the upward velocity is properly applied to the avatar mass.
* Fix previous commit to ignore water height and allow flying underwater ↵AliciaRaven2014-06-171-16/+1
| | | | | | (swimming) Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
* Add upward force to flight when close to the ground. Prevents current belly ↵AliciaRaven2014-06-171-0/+26
| | | | | | flop to the floor when flying with bullet physics and acts more like ODE and SL flight. Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
* Change assembly versions to 0.8.1Justin Clark-Casey (justincc)2014-06-171-1/+1
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* BulletSim: fix exceptions while rebuilding linksets with mesh children.Robert Adams2014-06-081-3/+30
| | | | | | | This should get around the exception reported in Mantis 7191 and 7204 by checking for the unbuilt child and rebuilding the linkset the next tick. A warning message is output when this rebuild happens and this message is clamped to 10 times in case there is a problem with a loop.
* Fix issue with BulletSim avatar level flight jitter by commenting out ↵Justin Clark-Casey (justincc)2014-05-301-1/+12
| | | | | | | | | | | | RawVelocity update threshold for now in BSCharacter.UpdateProperties(). For some reason as yet unidentified (feedback?) a threshold above 0.4 here causes the RawVelocity to move between a lower and upper bound rather than remaining constant. The RawVelocity increased until it triggered the threshold update, at which point it started to decrease until it again triggered the threshhold update. This delta-v was enough to exceed the checks in ScenePresence.SendTerseUpdateToAllClients() and produce jittery avatar flight because of the fluctuating velocity. With a threshold of 0.4 (or 0, as with ODE), the RawVelocity remains constant in BulletSim and so avatar flight becomes mostly smooth - remaining occasional glitches appear to be a result of errors in distance extraploation. There are no obvious problems with commenting out the threshold. Misterblue, if this is wrong or I've missed some subtlety here, please feel free to revert and/or correct. The same considerations may or may not apply to object velocity updates.
* BulletSim: add locking of PhysObjects while processing simulationRobert Adams2014-05-261-14/+20
| | | | | step updates and collisions. This is an attempt to fix a crash reported by Justin when doing high velocity teleports.
* BulletSim: adjust avatar step up parameters to better walk up smallRobert Adams2014-05-172-4/+4
| | | | | staircases. This change is required because of the change in the avatar default shape from the capsule to the rectangle.
* BulletSim: non-functional changes to debugging statements and formatting.Robert Adams2014-04-281-6/+6
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* BUlletSim: move safeynet ground plane to lower altitude. Define new BulletSimRobert Adams2014-04-282-2/+6
| | | | | | | parameter 'TerrainGroundPlane' which defaults to -500. BulletSim had assumed altitudes never went negative but that is not true. The ground plane is just a safety net so things wouldn't fall to infinity.
* Eliminated many warningsOren Hurvitz2014-04-237-3/+25
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* BulletSim: reduce the terrain collison margin to be the same as otherRobert Adams2014-04-121-1/+1
| | | | | | | | objects in the world. This was originally changed in an attempt to make vehicles work better but the effect was not that large and it causes avatars to float above the terrain.
* BulletSim: small tweek to avatar height reduce feet embedded into prims.Robert Adams2014-04-101-1/+1
| | | | | This adjustment makes a default, shoeless avatar stand properly on a prim for the various heights (0% to 100% in the appearance adjustment).
* BulletSim: Minor Fix to vehicle hovering, add more ways to disable it.Vegaslon2014-04-031-1/+1
| | | | Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
* BulletSim: make avatar physical shape to be a rectangle rather thanRobert Adams2014-04-023-11/+47
| | | | | | | | a capsule. Set the default to be the rectangle shape and adjust the parameters in OpenSimDefaults.ini for the new shape. The rectangle shape will perform better and avatar height can be computed more accurately.
* BulletSim: fix problem where axis constraints were also constrainingRobert Adams2014-03-231-3/+5
| | | | | | | linear motion. The code was limiting linear motion to be only in the positive direction for any axis that was constrained.
* BulletSim: Fix jumping while running. Was unintentional taking way all ↵Vegaslon2014-03-221-1/+1
| | | | | | upward target motion for avatar when running. Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
* BulletSim: the minimum vehicle velocity was set too low so moving slowRobert Adams2014-02-112-1/+12
| | | | was getting zeroed too easily. Added VehicleMinVelocity parameter.
* BulletSim: default physical terrain implementation to heightmap.Robert Adams2014-01-292-1/+9
| | | | | | | | 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.
* Merge branch 'master' into varregionRobert Adams2014-01-111-7/+32
|\ | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/SceneBase.cs OpenSim/Services/Interfaces/IGridService.cs OpenSim/Services/LLLoginService/LLLoginResponse.cs (conflicts were debug statements that are commented out in master branch)
| * Fix crash in BulletSim which sometimes happens making a linkset physicalRobert Adams2014-01-101-7/+32
| | | | | | | | | | | | (like sitting on and activating a vehicle) and crossing borders. This keeps better bookkeeping on compound shapes so BulletSim can identify them when being freed.
* | varregion: many more updates removing the constant RegionSize and replacingRobert Adams2013-12-262-1/+2
| | | | | | | | with a passed region size. This time in the map code and grid services code.
* | varregion: add plumbing to pass region size from Scene down to theRobert Adams2013-11-044-8/+19
| | | | | | | | | | | | physics engine. Older physics engines will default to the legacy region size. Update BulletSim to use the new region size information.
* | varregion: remove uses of region size constant. In particular, update sceneRobert Adams2013-11-041-5/+6
|/ | | | to check for border crossings based on the size of the region.
* BulletSim: update collision flags to make sure they fit in the shorts provided.Robert Adams2013-10-261-7/+7
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* BulletSim: change collision flags for groundplane to not interact with ↵Robert Adams2013-10-234-7/+13
| | | | | | static objects. Reorder collision flag setting code for terrain to fit pattern used elsewhere.
* BulletSim: implement the SL bug where VEHICLE_HOVER_UP_ONLY disablesRobert Adams2013-10-151-0/+12
| | | | | | | | | | | the vehicle buoyancy if the vehicle is above its hover height. This is a known misfeature of this vehicle flag which has been accepted since it would break too many implementations. The problem is noticed when creating a jetski-like vehicle that jumps over sand bars. A boat normally is configured with neutral buoyancy and hovering at water height. When it jumps the sandbar, it needs to have gravity applied to get back to water level.
* BulletSim: Fix snap back from edge of region problem. Mantis 6794.Robert Adams2013-10-111-2/+13
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* Bump OPenSimulator version and assembly versions up to 0.8.0 DevJustin Clark-Casey (justincc)2013-10-041-1/+1
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* BulletSim: reduce avatar walking stopped threshold.Robert Adams2013-09-202-0/+4
| | | | | | Add parameter for setting the walking stopped threshold. This fixes the slight jump when an avatar stops walking.
* BulletSim: zero velocity when avatar not moving.Robert Adams2013-09-201-0/+1
| | | | | This fixes a movement jitter that happens when an avatar is standing on a tilted surface.
* BulletSim: remove collision cache clearing logic for physical objects.Robert Adams2013-09-111-2/+5
| | | | This fixes constraints from getting messed up when properties change.
* BulletSim: add ClearCollisionProxyCache function to API.Robert Adams2013-09-114-2/+35
| | | | | | Add proxy cache clearing when some properties are changed. This fixes a problem where objects would stop colliding of they were moved with setPosition mulitple times.
* BulletSim: add LSL function and plumbing for setting a springRobert Adams2013-09-113-2/+37
| | | | equilibrium point in the physics engine constraint.
* BulletSim: add extended physics LSL constants for axis specification.Robert Adams2013-09-112-35/+60
| | | | | Add specific error warnings for mis-matched parameter types in extended physics functions.
* BulletSim: ability to specify groups of axis to modify in constraint ↵Robert Adams2013-09-111-8/+45
| | | | parameters that control multiple axis. Add useLinearReferenceFrameA constraint parameter.
* BulletSim: add axis parameter for specifying enable, damping, and stiffness ↵Robert Adams2013-09-113-17/+38
| | | | for spring constraints. Renumber parameter ops since I can as no one is using them yet.
* BulletSim: implementation of setting spring specific physical parameters. ↵Robert Adams2013-09-113-35/+76
| | | | Add setting of linkset type to physChangeLinkParams. Lots of detail logging for setting of linkset constraint parameters.
* BulletSim: add requestor's ID to post taint detail log message.Robert Adams2013-09-111-2/+3
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* BulletSim: pass both root and child BSPhysObjects to Extension function. ↵Robert Adams2013-09-112-22/+24
| | | | Update routines to use the new parameters list from above change.
* BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams2013-09-118-70/+89
| | | | LocalID of object which created the taint.
* BulletSim: Extension parameters passed through the classes made to pass just ↵Robert Adams2013-09-114-30/+80
| | | | and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
* BulletSim: adjust avatar capsule height calculation to be closer to defined ↵Robert Adams2013-09-112-7/+12
| | | | SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
* BulletSim: add extended physics function physGetLinkType(linkNum). Add ↵Robert Adams2013-09-113-23/+144
| | | | implementation of physChangeLinkParams() in BSLinksetConstraint.
* BulletSim: change ExtendedPhysics constants to 'const' so they can be used ↵Robert Adams2013-09-111-0/+22
| | | | as case variables in switch statements.
* BulletSim: add physChangeLinkParams to set individual parameters on link ↵Robert Adams2013-09-115-73/+153
| | | | constraints. Not fully functional. Remove double definition of ExtendedPhysics parameters by having BulletSim reference the optional module (addition to prebuild.xml and usings).
* BulletSim: update C++ HACD parameters to values that handle enclosed hollow ↵Robert Adams2013-09-111-8/+8
| | | | spaces better. This shouldn't affect many since this HACD routine is off by default.
* BulletSim: add physChangeLinkSpring to change linkset link to be a spring ↵Robert Adams2013-09-114-11/+128
| | | | constraint. Add implementation to create spring constraint. Send up property updates for linkset children at the end of flexible linkset links. The simulator probably doesn't do the right thing yet.
* BulletSim: Linkset.Refresh() calls internal ScheduleRebuild() to recreate ↵Robert Adams2013-09-112-14/+14
| | | | the linkset physics at next PostTaint time. Replace the existing calls to ScheduleRebuild to be calls to Refresh(). This allows external routines to make changes to parameters and then cause the linkset to rebuild.