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2012-10-19BulletSim: add asset fetching so BulletSim works with new physics asset ↵Robert Adams4-165/+240
handling. Refactor some names to make them available for the asset tracking and fetching.
2012-10-19BulletSim: reorder avatar collision checking to eliminate double collision_end.Robert Adams6-35/+43
Various tweekings to avatar shape/mass/inertia/etc. Remove change from avatar radius to diameter. But still the avatar sinks. Collision_end now happens immediately rather than at the next subscription time.
2012-10-19BulletSim: change nonimal physics frame rate to 55 to give same numbers as ODE.Robert Adams6-52/+57
Change character scaling to represent size of capsule (diameter rather than radius) Modify create capsule call to pass radius and height. Eliminate errors when calculating shape inertia (should have some type checking).
2012-10-19BulletSim: remove code in ShapeCollection that hinted at shape sharing.Robert Adams5-161/+138
Add new function to ParameterDefn for calling BulletSimAPI to set values. Tweaking to BSCharacter parameter setting to try and have avatars stand.
2012-10-19BulletSim: Fix small problems with last patch: BSScene.World properly ↵Robert Adams3-11/+6
initialized and setting of C++ parameters commented out. Comments and logging added.
2012-10-19BulletSim: Update BSCharacter to use API2 interface.Robert Adams6-93/+250
Add capsule shape to BSShapeCollection(). Remember last updated values so inter frame diffs can be computed. Parameterize avatarStandingFriction and reduce to 10 from 999. The latter high value made avatars very hard to push. Set CCD parameters for prims and characters of specified.
2012-10-19[UNTESTED] core Ode: let broken mesh physical prims collide with land asUbitUmarov1-6/+11
the defaul basic box so they don't go off world.
2012-10-19[UNTESTED] core Ode: stop trying to load a broken asset. Make brokenUbitUmarov1-21/+97
assets behave like phantom by Nebadon request
2012-10-18 missing changed fileUbitUmarov1-1/+1
Signed-off-by: Melanie <melanie@t-data.com>
2012-10-18i update core ode plugin and make it load is meshs (i hope)UbitUmarov2-2/+51
Signed-off-by: Melanie <melanie@t-data.com>
2012-10-16 coment a debug warningUbitUmarov1-1/+1
2012-10-16 fixesUbitUmarov3-67/+82
2012-10-13 missing fileUbitUmarov1-0/+2
2012-10-13 add mesh cache expire on region startup. Expires will be relative toUbitUmarov4-3/+88
previus expire (assumed done only once at startup). File 'cntr' on cache folder stores time. Deleting it will force a skip on expire. Default time is 48hours before previus startup to account for failed ones etc.
2012-10-13 retouch mesh idsUbitUmarov2-11/+21
2012-10-13 missing file (again)UbitUmarov1-4/+8
2012-10-13longer meshs identification keys, so first part on disk cache is it's asset idUbitUmarov1-1/+3
2012-10-12missing fileUbitUmarov1-0/+6
2012-10-12[TEST] disk cache meshsUbitUmarov3-282/+532
2012-10-12BulletSim: only use native sphere shape if it is a sphere.Robert Adams1-1/+2
2012-10-11BulletSim: fix problem with some shapes (like cylinders) being implemented ↵Robert Adams1-1/+1
as cubes.
2012-10-12commit the right files!UbitUmarov2-5737/+4763
2012-10-12 remove some more debug spam on odeUbitUmarov2-4766/+5735
2012-10-11BulletSim: remove some unused API2 calls because they were removed from ↵Robert Adams2-14/+2
Bullet 2.81
2012-10-11BulletSim: normalize physics FPS to 45 (for real this time).Robert Adams1-2/+2
2012-10-11BulletSim: normalize physics FPS to 45.Robert Adams1-3/+4
2012-10-11BulletSim: Use full linkset mass when computing vehicle gravity force. Add ↵Robert Adams3-11/+16
taint-time specification to new AddForce().
2012-10-11BulletSim: Change defaults for constraint CFM and ERP to make large linksets ↵Robert Adams2-11/+8
more rigid. Remove mass calculation for terrain (it should stay a static object).
2012-10-11BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to ↵Robert Adams7-52/+74
improve interactions.
2012-10-11BulletSim: Add Force* operations to objects to allow direct push to engine.Robert Adams7-29/+100
Update BSDynamics to use same (don't want to delay updates til next taint-time. Suppress queuing a taint update for position and orientation calls if value does not change. Move Bullet timing statistics call from C# back to C++ code. Throttle taints per simulation step and add parameter to set. By default, don't create hulls for physical objects. Add a parameter to turn on and off.
2012-10-11BulletSim: Fix crash when linking large physical linksets.Robert Adams8-102/+132
Properly remove and restore linkage constraints when upgrading a prim's mesh to a hull. Lots more debug logging. Definitions and use of Bullet structure dumping. Centralize detail logging so a Flush() can be added for debugging.
2012-10-10 add some quaternion normalizations to keep errors under controlUbitUmarov1-0/+3
2012-10-10debugUbitUmarov1-0/+6
2012-10-09fix debug :)UbitUmarov1-1/+1
2012-10-09debug...UbitUmarov1-0/+5
2012-10-09debug...UbitUmarov1-2/+5
2012-10-09av_av_collisions_off = false OdePhysics Settings in OpenSimDefaults.ini - ↵teravus1-2/+9
No Avatar Avatar Collisions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment.
2012-10-09Add config option to plant avatar where they are reducing avatar avatar ↵teravus2-3/+9
'pushability' av_planted see OpenSimDefaults.ini. Use when you have unruly visitors that rudely push each other around. Still allows a small amount of movement based on the avatar movement PID controller settings. You can increase the spring tension in the PID controller and really prevent any movement if you would like.
2012-10-09avoid crashing so debug is seenUbitUmarov1-0/+1
2012-10-09 another debug msgUbitUmarov1-0/+22
2012-10-09 force allocation of mesh data on creation ( messy code version )UbitUmarov9-12/+45
2012-10-09temporary debug codeUbitUmarov1-0/+19
2012-10-09 fire a extra terseupdate when stopping (like in loosing physics). In someUbitUmarov1-0/+3
cases things seem not to stop
2012-10-09Change ray to land colision range limitation so it has no impact on otherUbitUmarov1-6/+8
geom types
2012-10-09move terrain geom to own ode space. Limit range on raycast if includesUbitUmarov4-83/+229
terrain until ode doesn't eat all stack. Add a pre-simulation method to do pending actors changes (except mesh assets still not ready to use), to be optionaly called before firing heartbeat. [UNTESTED]
2012-10-07 a few changes/fix (?)UbitUmarov4-117/+112
2012-10-07 bug fix + make costs visible for testingUbitUmarov3-37/+76
2012-10-07refix so we can compile it, loosing alpha scultps fix on core meshmerizerUbitUmarov1-0/+11
2012-10-07 fix wrong file commitedUbitUmarov1-10/+0
2012-10-07 comment out a spam coment on core MeshmerizerUbitUmarov1-26/+4