Commit message (Collapse) | Author | Files | Lines | ||
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2012-10-19 | BulletSim: add asset fetching so BulletSim works with new physics asset ↵ | Robert Adams | 4 | -165/+240 | |
handling. Refactor some names to make them available for the asset tracking and fetching. | |||||
2012-10-19 | BulletSim: reorder avatar collision checking to eliminate double collision_end. | Robert Adams | 6 | -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. | |||||
2012-10-19 | BulletSim: change nonimal physics frame rate to 55 to give same numbers as ODE. | Robert Adams | 6 | -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). | |||||
2012-10-19 | BulletSim: remove code in ShapeCollection that hinted at shape sharing. | Robert Adams | 5 | -161/+138 | |
Add new function to ParameterDefn for calling BulletSimAPI to set values. Tweaking to BSCharacter parameter setting to try and have avatars stand. | |||||
2012-10-19 | BulletSim: Fix small problems with last patch: BSScene.World properly ↵ | Robert Adams | 3 | -11/+6 | |
initialized and setting of C++ parameters commented out. Comments and logging added. | |||||
2012-10-19 | BulletSim: Update BSCharacter to use API2 interface. | Robert Adams | 6 | -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 as | UbitUmarov | 1 | -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 broken | UbitUmarov | 1 | -21/+97 | |
assets behave like phantom by Nebadon request | |||||
2012-10-18 | missing changed file | UbitUmarov | 1 | -1/+1 | |
Signed-off-by: Melanie <melanie@t-data.com> | |||||
2012-10-18 | i update core ode plugin and make it load is meshs (i hope) | UbitUmarov | 2 | -2/+51 | |
Signed-off-by: Melanie <melanie@t-data.com> | |||||
2012-10-16 | coment a debug warning | UbitUmarov | 1 | -1/+1 | |
2012-10-16 | fixes | UbitUmarov | 3 | -67/+82 | |
2012-10-13 | missing file | UbitUmarov | 1 | -0/+2 | |
2012-10-13 | add mesh cache expire on region startup. Expires will be relative to | UbitUmarov | 4 | -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 ids | UbitUmarov | 2 | -11/+21 | |
2012-10-13 | missing file (again) | UbitUmarov | 1 | -4/+8 | |
2012-10-13 | longer meshs identification keys, so first part on disk cache is it's asset id | UbitUmarov | 1 | -1/+3 | |
2012-10-12 | missing file | UbitUmarov | 1 | -0/+6 | |
2012-10-12 | [TEST] disk cache meshs | UbitUmarov | 3 | -282/+532 | |
2012-10-12 | BulletSim: only use native sphere shape if it is a sphere. | Robert Adams | 1 | -1/+2 | |
2012-10-11 | BulletSim: fix problem with some shapes (like cylinders) being implemented ↵ | Robert Adams | 1 | -1/+1 | |
as cubes. | |||||
2012-10-12 | commit the right files! | UbitUmarov | 2 | -5737/+4763 | |
2012-10-12 | remove some more debug spam on ode | UbitUmarov | 2 | -4766/+5735 | |
2012-10-11 | BulletSim: remove some unused API2 calls because they were removed from ↵ | Robert Adams | 2 | -14/+2 | |
Bullet 2.81 | |||||
2012-10-11 | BulletSim: normalize physics FPS to 45 (for real this time). | Robert Adams | 1 | -2/+2 | |
2012-10-11 | BulletSim: normalize physics FPS to 45. | Robert Adams | 1 | -3/+4 | |
2012-10-11 | BulletSim: Use full linkset mass when computing vehicle gravity force. Add ↵ | Robert Adams | 3 | -11/+16 | |
taint-time specification to new AddForce(). | |||||
2012-10-11 | BulletSim: Change defaults for constraint CFM and ERP to make large linksets ↵ | Robert Adams | 2 | -11/+8 | |
more rigid. Remove mass calculation for terrain (it should stay a static object). | |||||
2012-10-11 | BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to ↵ | Robert Adams | 7 | -52/+74 | |
improve interactions. | |||||
2012-10-11 | BulletSim: Add Force* operations to objects to allow direct push to engine. | Robert Adams | 7 | -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. | |||||
2012-10-11 | BulletSim: Fix crash when linking large physical linksets. | Robert Adams | 8 | -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 control | UbitUmarov | 1 | -0/+3 | |
2012-10-10 | debug | UbitUmarov | 1 | -0/+6 | |
2012-10-09 | fix debug :) | UbitUmarov | 1 | -1/+1 | |
2012-10-09 | debug... | UbitUmarov | 1 | -0/+5 | |
2012-10-09 | debug... | UbitUmarov | 1 | -2/+5 | |
2012-10-09 | av_av_collisions_off = false OdePhysics Settings in OpenSimDefaults.ini - ↵ | teravus | 1 | -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. | |||||
2012-10-09 | Add config option to plant avatar where they are reducing avatar avatar ↵ | teravus | 2 | -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. | |||||
2012-10-09 | avoid crashing so debug is seen | UbitUmarov | 1 | -0/+1 | |
2012-10-09 | another debug msg | UbitUmarov | 1 | -0/+22 | |
2012-10-09 | force allocation of mesh data on creation ( messy code version ) | UbitUmarov | 9 | -12/+45 | |
2012-10-09 | temporary debug code | UbitUmarov | 1 | -0/+19 | |
2012-10-09 | fire a extra terseupdate when stopping (like in loosing physics). In some | UbitUmarov | 1 | -0/+3 | |
cases things seem not to stop | |||||
2012-10-09 | Change ray to land colision range limitation so it has no impact on other | UbitUmarov | 1 | -6/+8 | |
geom types | |||||
2012-10-09 | move terrain geom to own ode space. Limit range on raycast if includes | UbitUmarov | 4 | -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 (?) | UbitUmarov | 4 | -117/+112 | |
2012-10-07 | bug fix + make costs visible for testing | UbitUmarov | 3 | -37/+76 | |
2012-10-07 | refix so we can compile it, loosing alpha scultps fix on core meshmerizer | UbitUmarov | 1 | -0/+11 | |
2012-10-07 | fix wrong file commited | UbitUmarov | 1 | -10/+0 | |
2012-10-07 | comment out a spam coment on core Meshmerizer | UbitUmarov | 1 | -26/+4 | |