Commit message (Collapse) | Author | Files | Lines | ||
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2012-04-23 | ubitODE - do own timing control (as chODE does) until heartbeat does it right | UbitUmarov | 2 | -21/+34 | |
2012-04-23 | ubitODE - several changes... | UbitUmarov | 3 | -431/+379 | |
2012-04-22 | refactor: simply some properties code in BasicPhysicsPlugin | Justin Clark-Casey (justincc) | 2 | -72/+12 | |
2012-04-22 | Fix bug where setting phantom on a prim would result in a server log message ↵ | Justin Clark-Casey (justincc) | 2 | -18/+367 | |
rather than setting phantom. This was an oversight when removing some race conditions from PhysicsActor setting recently. Regression tests extended to probe this code path. Extending regression tests required implementation of a BasicPhysicsPrim (there was none before). However, BasicPhysics plugin is still of no current practical use other than to fill in as a component for other parts of regression testing. | |||||
2012-04-21 | ubitODE: - don't try to hover underground unless volumedetector (that ↵ | UbitUmarov | 1 | -47/+93 | |
doesn't colide with it) | |||||
2012-04-21 | Comment out spurious Body != IntPtr.Zero code after disableBody(), since ↵ | Justin Clark-Casey (justincc) | 2 | -10/+20 | |
disableBody() sets Body == IntPtr.Zero on all code paths. | |||||
2012-04-21 | refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate. | Justin Clark-Casey (justincc) | 1 | -115/+117 | |
2012-04-21 | Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim. | Justin Clark-Casey (justincc) | 1 | -116/+88 | |
prim_geom == IntPtr.Zero only before a new add prim taint is processed (which is the first taint) or in operations such as scale change which are done in taint or under lock. Therefore, we can remove these checks which were not consistently applied anyway. If there is a genuine problem, better to see it quickly in a NullReferenceException than hide the bug. | |||||
2012-04-20 | If a physical prim is manually moved (e.g. by a user) then set the geometry ↵ | Justin Clark-Casey (justincc) | 1 | -12/+10 | |
position as well as the body position This is necessary to stop the moved prim snapping back to the original position on deselection if moved only once This resolves http://opensimulator.org/mantis/view.php?id=5966 | |||||
2012-04-20 | ubitODE: - Change triangles used in terrain height estimation | UbitUmarov | 1 | -11/+28 | |
2012-04-20 | ubitODE - again avatar/terrain collision. Reduce new viewers interpolators ↵ | UbitUmarov | 1 | -6/+14 | |
efects reporting null velocity and aceleration when stopped near the right position, where they can still have instantanius large values that can get magnified by interpolators, specially using diferent timing estimation. | |||||
2012-04-18 | ubitODE still retouching character pid | UbitUmarov | 1 | -2/+2 | |
2012-04-18 | ubitODE - retouch character PIDs | UbitUmarov | 1 | -4/+4 | |
2012-04-17 | ubitODE: prims - update managed dinamic parameters from unmanaged at ODE ↵ | UbitUmarov | 1 | -78/+46 | |
rate and not heartbeat. | |||||
2012-04-17 | ubitODE: - character managed ode was only getting position etc from ↵ | UbitUmarov | 2 | -119/+48 | |
unmanaged at heartbeat rate like core ode. Now do it at ODE rate in move(..). UpdatePositionAndVelocity() called once per heartbeat is now empty. | |||||
2012-04-17 | ubitODE: - made avatar/ground collision pid servo a bit softer since seems a ↵ | UbitUmarov | 2 | -6/+7 | |
bit unstable with small avas in AVI even if fine on my testsite - Removed reading of PID parameters from config files since that only serves to mess things up and adds more unknowns | |||||
2012-04-17 | ubitODE: bug fix let avatars colide with volume detectors | UbitUmarov | 1 | -0/+1 | |
2012-04-16 | ubitODE: - fix remove characters from default raycasts filters as older code ↵ | UbitUmarov | 2 | -8/+16 | |
(or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE | |||||
2012-04-16 | chODE: if character velocity > 50m/s apply breaks. In free fall this will ↵ | UbitUmarov | 1 | -1/+10 | |
give a terminal velocity +- 60m/s | |||||
2012-04-16 | chODE bug fix | UbitUmarov | 1 | -7/+9 | |
2012-04-16 | Downgrade an error log message to info because there is nothing we can do if | Melanie | 2 | -2/+2 | |
an asset is damaged so it should not spew red ink. | |||||
2012-04-16 | ubitODE + physmanager: - Revised use of ODE collisions categories and ↵ | UbitUmarov | 7 | -729/+983 | |
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. | |||||
2012-04-14 | Use chode character actor.SetMomentum() to force full restore Velocity in ↵ | UbitUmarov | 1 | -1/+19 | |
scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall. | |||||
2012-04-09 | chODE and ubitODE always return prim mass (they where returning object mass ↵ | UbitUmarov | 4 | -69/+315 | |
on physical prims) so SOG can do the total add. (ubitODE as more code to use a simpler terrain geom on a modified ode lib but should do autodetect and work with normal lib). | |||||
2012-03-31 | reduced instability in vertical atractor with eficiency of 1 and banking | UbitUmarov | 1 | -9/+13 | |
this will need a nicer solution sometime... | |||||
2012-03-26 | BulletSim: make avatar animations update properly. | Robert Adams | 3 | -9/+48 | |
It seems that ODE calls the avatar collision handling routine even if there are no collisions. This causes the animation to be updated. So, for instance, going from HOVER to FLY is caused by the physics engine calling the collision routine each frame with 0 collisions. | |||||
2012-03-26 | BulletSim: fix typo introducted by previous checkins (git merge sometimes ↵ | Robert Adams | 1 | -3/+0 | |
makes mistakes) | |||||
2012-03-24 | UbitOde let caller try to build meshs like done in chode. Changing this was ↵ | UbitUmarov | 2 | -3885/+3959 | |
a bad move i made. Variable colisions softness. | |||||
2012-03-24 | Avatars have no bounce | UbitUmarov | 3 | -3705/+3955 | |
2012-03-23 | BulletSim: change default of shouldDisableContactPoolDynamicAllocation from ↵ | Robert Adams | 1 | -2/+2 | |
False to True. It seems that collisions don't happen well when it is False (things fall through terrain). | |||||
2012-03-23 | BulletSim: Add new configuration parameters to get and set console commands | Robert Adams | 1 | -4/+32 | |
2012-03-23 | BulletSim: add a bunch of internal Bullet configuration parameters to ↵ | Robert Adams | 2 | -0/+43 | |
OpenSimDefaults.ini and the code. | |||||
2012-03-23 | BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵ | Robert Adams | 3 | -15/+11 | |
(there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID. | |||||
2012-03-23 | BulletSim: update TODO list. Rearrange code for readability. Add per object ↵ | Robert Adams | 2 | -17/+17 | |
friction and restitution runtime settable parameters. | |||||
2012-03-23 | BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵ | Robert Adams | 2 | -3/+9 | |
buoyancy for flying. Tweek avatar default friction and resititution | |||||
2012-03-23 | BulletSim: set buoyancy in only one place | Robert Adams | 1 | -5/+3 | |
2012-03-23 | BulletSim: add some new runtime setable parameters to match the dll. | Robert Adams | 2 | -7/+16 | |
2012-03-23 | BulletSim: Update list of TODO tasks | Robert Adams | 1 | -0/+13 | |
2012-03-22 | BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵ | Robert Adams | 3 | -15/+11 | |
(there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID. | |||||
2012-03-21 | BulletSim: update TODO list. Rearrange code for readability. Add per object ↵ | Robert Adams | 2 | -17/+17 | |
friction and restitution runtime settable parameters. | |||||
2012-03-21 | BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵ | Robert Adams | 2 | -3/+9 | |
buoyancy for flying. Tweek avatar default friction and resititution | |||||
2012-03-21 | BulletSim: set buoyancy in only one place | Robert Adams | 1 | -5/+3 | |
2012-03-21 | BulletSim: add some new runtime setable parameters to match the dll. | Robert Adams | 2 | -7/+16 | |
2012-03-21 | BulletSim: Update list of TODO tasks | Robert Adams | 1 | -0/+13 | |
2012-03-21 | minor clean | UbitUmarov | 1 | -27/+24 | |
2012-03-21 | missed a creatMesh in chODE. temporary removed m_meshfailed test since it ↵ | UbitUmarov | 1 | -4/+9 | |
may colide with how meshs and sculpts are loaded. This needs a good revision.. | |||||
2012-03-21 | shapetype support on chOde so it can also request a simple convex hull 'mesh' | UbitUmarov | 2 | -34/+46 | |
2012-03-21 | Changes of PrimShapeType should now work with UbitOde ( almost untested ) | UbitUmarov | 1 | -3710/+3724 | |
2012-03-21 | Tell physics about physics shape when creating. Added some virtual methods ↵ | UbitUmarov | 4 | -5/+55 | |
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 ) | |||||
2012-03-21 | add convex state to mesh key, so a change is detected. | UbitUmarov | 1 | -1/+1 | |