| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/Physics/Manager/PhysicsActor.cs
OpenSim/Region/Physics/Manager/PhysicsScene.cs
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on both""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 89857378ce79f93a265bc1eb151e17742032abfa.
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The changes don't seem to be ready for prime time.
This reverts commit 13a4a80b3893af13ab748c177b731fed813974ca.
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PhysicsScene and PhysicsActor.
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Conflicts:
OpenSim/Region/CoreModules/Asset/FlotsamAssetCache.cs
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to work with the new params. Not actually plumbed just yet.
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This reverts commit c658fa1c0dd83f23c66ccfedb12e8ab02ff01d0a.
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Addition of entries to PhysicsActor and setting code in SceneObjectPart.
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avatar collider, just rounding the boxes, etc
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
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default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around.
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No change to existing functions.
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nullphyscisactors have a type water, ground or unknown (default). having
this removed geom to name mapping no longer needed. Made some more methods
comum to prims and characters acessible via PhysActor allowing for a more
uniform access. ...
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collisions report information.
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bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
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to get/set density,gravmod, frition,bounce and shape type ( not in use ). UbitOde now should do convex type on creation or everytime the mesh is changed ( as in change size, shape, etc )
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serializer, tried to control m_dupeInProgress
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like still broken
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maintaining their own properties
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own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId!
Instead, just have both subclasses use the PhysicsActor.LocalID property.
This restores collision functionality that fell away in 45c7789 yesterday
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only receive the very first collision.
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about synchronicity for PhysicsActor.OnCollisionUpdate event doc
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CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.
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CollisionEventsThisFrame every time we need to send some new ones, reuse the existing one instead.
This assumes that the listener is using the data synchronously, which is currently the case.
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Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events).
Direct flames and kudos to Revolution, please
Signed-off-by: Melanie <melanie@t-data.com>
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* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars
* Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
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LICENSE.txt.
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* Define low friction and medium bounce for Glass
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llSetHoverHeight() should not clamp the x/y position of an object the way MoveTo does,
and it should recalculate the absolute height to hover at as an object moves to reflect
the current ground/water height under it.
Correctly implementing required adjusting the Physics interfaces and implementing at
the physics plug-in level. The attached is a patch that correctly implements
llSetHoverHeight() including updates to the ODE physics plug-in.
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