aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics (follow)
Commit message (Collapse)AuthorAgeFilesLines
* * This fixes the avatar stuck in objects on login and teleport by gently ↵teravus2013-05-141-0/+12
| | | | | | applying an upward motion when stuck in things on the Z * Comments describe how it filters out good, normal collisions, from 'stuck' collisions.. It's especially sensitive in feetbox collisions since this is where normal collisions happen under usual circumstances.
* * Tweaks the hard cut to apply to collisions of Greater then Normal Z 0.95. ↵teravus2013-05-141-1/+27
| | | | This fits within Ubit's framework of multi-body collisions, just moves the reactive force to the Midboxgeom(actual detection) instead of the bigbox geom(pre detection)
* Merge commit '6a9630d2bdc27ed702936f4c44e6978f728a9ef0' into careminsterMelanie2013-03-295-43/+64
|\
| * BulletSim: fix race condition when creating very large mega-regions.Robert Adams2013-03-285-22/+35
| | | | | | | | | | | | | | | | The symptom was exceptions while creating physical terrain. Reduce default terrain mesh magnification to 2 from 3 because the higher resolution uses a lot of memory and doesn't solve the terrain smoothness for vehicles. Added comments here and there and improved some debugging log messages.
| * BulletSim: tweaks to terrain boundry computation. No functional changes.Robert Adams2013-03-281-21/+29
| |
* | Merge branch 'master' into careminsterMelanie2013-03-271-52/+64
|\ \ | |/
| * BulletSim: prevent asset fetching loop when the fetched asset fails to mesh.Robert Adams2013-03-261-52/+64
| | | | | | | | | | | | | | Check for the case where the fetched mesh asset fails meshing (degenerate triangles or no physical mesh). In this case, the asset is marked 'failed' and BulletSim doesn't keep trying to fetch over-and-over trying to get a good asset.
* | Merge branch 'master' into careminsterMelanie2013-03-265-32/+158
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs
| * BulletSim: new algorithm for vertical attraction which uses quaternionRobert Adams2013-03-251-3/+45
| | | | | | | | | | arithmetic to compute the shortest path between the current tilt and vertical.
| * BulletSim: small tweaks and formatting in the parameter fetching code.Robert Adams2013-03-251-5/+16
| |
| * BulletSim: fix possible race condition where an prim's asset can be ↵Robert Adams2013-03-253-11/+24
| | | | | | | | requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
| * BulletSim: parameterize C# HACD hull creation. Add feature of reducing max ↵Robert Adams2013-03-252-14/+74
| | | | | | | | hull count for simple (non-cut prims) meshes.
* | Merge branch 'master' into careminsterMelanie2013-03-227-20/+213
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs
| * BulletSim: change 'degenerate mesh' message from Error to Debug because thereRobert Adams2013-03-191-1/+1
| | | | | | | | | | seem to be lots of sculpties with this problem while the condition really doesn't change region operation.
| * BulletSim: code to generate a higher resolution terrain mesh. ParameterRobert Adams2013-03-194-18/+189
| | | | | | | | | | TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3.
| * BulletSim: add terrain contact processing threshold parameter. Initialize ↵Robert Adams2013-03-194-1/+23
| | | | | | | | contact processing threshold for static object as well as mesh terrain.
* | Merge commit '464201b41d5f5fdd7c88ab5e95dd7b6fbae6d766' into careminsterMelanie2013-03-192-16/+22
|\ \ | |/
| * BulletSim: add INI parameter for angular banking timescale fudge parameter.Robert Adams2013-03-162-7/+12
| |
| * BulletSim: Working Implementation of Angular Banking for Vehicles (Not SL ↵Vegaslon2013-03-161-16/+17
| | | | | | | | | | | | Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis) Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* | Merge branch 'master' into careminsterMelanie2013-03-151-1/+1
|\ \ | |/ | | | | | | | | Conflicts: OpenSim/Framework/Servers/BaseOpenSimServer.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
| * BulletSim: Tweak vertical angular attraction to remove double ↵Vegaslon2013-03-151-1/+1
| | | | | | | | | | | | VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side. Signed-off-by: Robert Adams <Robert.Adams@intel.com>
* | Merge branch 'avination' into careminsterMelanie2013-03-131-2/+2
|\ \
| * | Spot fix the interpenetration issue. Thanks, Ter.Melanie2013-03-121-2/+2
| | |
| * | Rename "Bounce" to "Restitution" in PhysicsActor as well. It appears theseMelanie2013-02-071-1/+1
| | | | | | | | | | | | values are not even used.
* | | Merge branch 'master' into careminsterMelanie2013-03-114-23/+117
|\ \ \ | | |/ | |/|
| * | BulletSim: remove the ability for avatars to fly off the edge ofRobert Adams2013-03-094-23/+117
| | | | | | | | | | | | | | | regions when there are no region neighbors. Add some terrain location processing routines to support above.
* | | Merge branch 'master' into careminsterMelanie2013-03-081-2/+7
|\ \ \ | |/ / | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
| * | Add regression test for presence crossing between regions on the same simulator.Justin Clark-Casey (justincc)2013-03-061-2/+7
| | | | | | | | | | | | Unlike a much earlier commented out version of this test, this is done in synchronous mode.
* | | Merge branch 'master' into careminsterMelanie2013-03-014-15/+63
|\ \ \ | |/ /
| * | BulletSim: more things into the TODO list.Robert Adams2013-03-011-1/+6
| | |
| * | BulletSim: add parameters, code cleanup around checking and enforcingRobert Adams2013-03-013-14/+57
| | | | | | | | | | | | maximum velocity and angular velocity values for prims.
* | | Merge branch 'master' into careminsterMelanie2013-02-272-8/+12
|\ \ \ | |/ / | | | | | | | | | | | | | | | Conflicts: OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
| * | BulletSim: fix crash around race condition when a mesh asset cannotRobert Adams2013-02-262-8/+12
| | | | | | | | | | | | | | | be fetched. Update TODO list.
* | | Merge branch 'master' into careminsterMelanie2013-02-261-4/+6
|\ \ \ | |/ /
| * | BulletSim: tweeks to make avatar jump work better.Robert Adams2013-02-251-4/+6
| | |
* | | Merge branch 'master' into careminsterMelanie2013-02-2217-494/+826
|\ \ \ | |/ /
| * | BulletSim: add OutOfBounds logic and some position sanity checkingRobert Adams2013-02-215-33/+68
| | | | | | | | | | | | to eliminate some of the "cannot find terrain height" warning messages.
| * | Deleted all AssemblyFileVersion directivesDiva Canto2013-02-193-3/+3
| | |
| * | BulletSim: experimental lock axis code using constraints. Not enabledRobert Adams2013-02-172-22/+74
| | | | | | | | | | | | by default. Like more debugging is needed.
| * | BulletSim: add calls for creating all the different Bullet constraint types.Robert Adams2013-02-175-47/+338
| | | | | | | | | | | | | | | Updated the DLLs and SOs and code for BulletXNA to create the types. All the detailed control calls are not all in place yet.
| * | BulletSim: rework parameter setting for different types of valuesRobert Adams2013-02-175-394/+348
| | | | | | | | | | | | (like vectors or quaternions).
| * | BulletSim: fix physical object appearing to slowly float off whenRobert Adams2013-02-161-1/+1
| | | | | | | | | | | | they stop moving.
* | | Merge branch 'master' into careminsterMelanie2013-02-139-141/+304
|\ \ \ | |/ /
| * | BulletSim: fix density since the simulator/viewer track density in aRobert Adams2013-02-127-25/+150
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | funny unit that is 100 times real density (default 1000). Fix avatar drifting slowly when stationary flying. Fix for physical prims getting corrected for being under terrain when it was just its geometric center that was below terrain. Add PreUpdatePropertyAction allowing plugable modifiction of phys parameters returned from Bullet. Fix an exception setting GravityMultiplier on initialization. Update DLLs and SOs for good measure (no functional change).
| * | BulletSim: More work on center-of-mass. Remove linksetinfo and rely on ↵Robert Adams2013-02-128-124/+162
| | | | | | | | | | | | simulator to update info.
* | | Merge branch 'master' into careminsterMelanie2013-02-1012-255/+446
|\ \ \ | |/ / | | | | | | | | | | | | Conflicts: OpenSim/Data/MySQL/MySQLSimulationData.cs OpenSim/Data/MySQL/Resources/RegionStore.migrations
| * | BulletSim: add parameter to set global contact breaking threshold. Update ↵Robert Adams2013-02-082-0/+7
| | | | | | | | | | | | DLLs and SOs for setting same.
| * | BulletSim: Change BSCharacter to use new base Density and FrictionRobert Adams2013-02-082-16/+12
| | | | | | | | | | | | variables rather than own local varaibles.
| * | BulletSim: fix avatar bobbing or jiggling while stationary flying.Robert Adams2013-02-085-18/+25
| | | | | | | | | | | | Various comments and debugging message mods.
| * | BulletSim: include the linkage to the layered prim implementation. Separate ↵Robert Adams2013-02-088-225/+109
| | | | | | | | | | | | layers for physical (vs simulator) location displacement and linksets.