| Commit message (Collapse) | Author | Age | Files | Lines |
|\ |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
avatar collider, just rounding the boxes, etc
|
|\ \
| |/
|/|
| |
| |
| | |
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/ScriptEngine/Shared/Instance/ScriptInstance.cs
|
| |
| |
| |
| | |
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.
|
|\ \
| |/ |
|
| |
| |
| |
| | |
No change to existing functions.
|
| | |
|
| | |
|
| |
| |
| |
| |
| |
| |
| | |
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. ...
|
| | |
|
| |
| |
| |
| | |
collisions report information.
|
| |
| |
| |
| | |
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.
|
| |
| |
| |
| | |
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 )
|
| | |
|
| | |
|
| | |
|
| | |
|
| |
| |
| |
| | |
serializer, tried to control m_dupeInProgress
|
| |
| |
| |
| | |
like still broken
|
| | |
|
|/ |
|
|
|
|
| |
maintaining their own properties
|
| |
|
|
|
|
|
|
|
| |
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
|
|
|
|
| |
only receive the very first collision.
|
| |
|
|
|
|
| |
about synchronicity for PhysicsActor.OnCollisionUpdate event doc
|
|
|
|
| |
CollisionEventUpdate() if the number of collisions falls to zero. Reuse the existing one instead.
|
|
|
|
|
|
| |
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.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
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>
|
| |
|
| |
|
|
|
|
|
| |
* 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
|
| |
|
|
|
|
| |
LICENSE.txt.
|
|
|
|
|
| |
* Define low friction and medium bounce for Glass
|
|
|
|
|
|
|
|
|
|
| |
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.
|
| |
|
|
|
|
|
|
| |
subclassing; also add new method signatures. Thanks tuco and mikkopa.
Fix Mantis #3072.
|
|
|
|
|
| |
fixes mantis #2874
|
|
|
|
|
| |
* Converts some C# 3.0 syntax into it's 2.0 equivalent so that Visual Studio 2005 can compile it successfully.
|
|
|
|
|
|
|
|
|
|
| |
* Thanks nlin!
* To try it out, set ninja joints active in the ODEPhysicsSettings
and use the example at:
* http://forge.opensimulator.org/gf/download/frsrelease/142/304/demo-playground.tgz.
* Don't forget to change the .tgz to .oar and load it with load-oar.
|
|
|
|
|
|
|
| |
ODEPlugin and pipes them to their respective LSL method.
* NBody will need to be updated, this is an API change. Torque property and AddAngularForce
|
|
|
|
|
|
| |
* Warning! Physics API change. This means that the NBodySimulation needs to be updated!
* PhysicsActor -> void SetVolumeDetect(int) needs to go into classes that use PhysicsActor as their base class.
|
|
|
|
|
|
| |
subroutine down through the physics modules through PhysActor
and SceneObjectPart. No connection to the physics simulators.
|