| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
BSPrimLinkable""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
on both""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 89857378ce79f93a265bc1eb151e17742032abfa.
|
| | |
| | |
| | |
| | |
| | |
| | | |
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 44543ebe638f391fc1c7ff532fe4470006dec55a.
|
| | |
| | |
| | |
| | |
| | |
| | | |
The changes don't seem to be ready for prime time.
This reverts commit 803632f8f32d91bb4aec678d8b45a8430c2703e1.
|
| | |
| | |
| | |
| | |
| | |
| | | |
The changes don't seem to be ready for prime time.
This reverts commit 13a4a80b3893af13ab748c177b731fed813974ca.
|
| | |
| | |
| | |
| | |
| | |
| | | |
The changes don't seem to be ready for prime time.
This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
|
| | |
| | |
| | |
| | |
| | |
| | | |
The changes don't seem to be ready for prime time.
This reverts commit acb7b4a09ad564d1dfae3ad12adbb593ca3942c9.
|
| | |
| | |
| | |
| | |
| | |
| | | |
The changes don't seem to be ready for prime time.
This reverts commit d0d654e2186c8b81c1150da89a549e4f7162a2b4.
|
| | |
| | |
| | |
| | |
| | |
| | | |
The changes don't seem to be ready for prime time.
This reverts commit b44f0e1a00eba7f76401692322e48a3b23a81164.
|
| | |
| | |
| | |
| | |
| | |
| | | |
whole linkset.
Override physical property setting for BSLinksetCompound as there are
not children to the compound spape.
|
| | |
| | |
| | |
| | |
| | | |
and start changing the logic to handle the base prim as a complex
object (ie, a linkset).
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
into the linkset implementation classes.
Add HasSomeCollision attribute that remembers of any component of
a linkset has a collision.
Update vehicle code (BSDynamic) to use the HasSomeCollision in place of
IsColliding to make constraint based linksets properly notice the ground.
Add linkset functions to change physical attributes of all the members
of a linkset.
|
| | |
| | |
| | |
| | | |
PhysicsScene and PhysicsActor.
|
| | | |
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
move around when standing on a stationary object.
Create proper linkage between BSCharacter and its actor by generating
a UpdatedProperties event the same way BSPrim does.
|
| | |
| | |
| | |
| | | |
before the first simulator step.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs
OpenSim/Region/ClientStack/Linden/Caps/UploadBakedTextureModule.cs
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/CoreModules/Framework/Caps/CapabilitiesModule.cs
OpenSim/Region/CoreModules/Scripting/HttpRequest/ScriptsHttpRequests.cs
OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/Plugins/SensorRepeat.cs
OpenSim/Server/Handlers/Simulation/AgentHandlers.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
OpenSim/Services/HypergridService/UserAgentService.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
Add parameter to not apply vehicle linear deflection Z forces if
vehicle is not colliding. This defaults to 'true' so vehicles will fall
even if there is some linear deflection to apply.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
selectable from configuration paramters.
Changed default algorithm to "1" from previous default as it seems to
handle Y axis correction a little better.
Add config file independent enablement of vehicle angular forces to
make debugging easier (independent testing of forces).
|
| | | |
|
| | |
| | |
| | |
| | |
| | |
| | | |
Activates it again and fixes problem with fighting with vertical attractor removing wobble of forward axis. Comments on testing welcome, May require adjustments of this force or other forces after this commit, exact tweaking to come after testing on other hardware.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
|
| | |
| | |
| | |
| | |
| | |
| | | |
was enabled. Didn't effect the physical position but the viewer saw
the linkset jumping between its simulator center and its physical
center.
|
| | |
| | |
| | |
| | | |
inconsistant use of Raw* and _* conventions.
|
| | |
| | |
| | |
| | |
| | |
| | | |
Default off, for the moment, until more testing.
Add separate thread and center-of-mass flags to OpenSimDefaults.ini.
Clean up comments in OpenSimDefaults.ini.
|
| | |
| | |
| | |
| | | |
effect if LinksetOffsetCenterOfMass=false (the default).
|
| | |
| | |
| | |
| | | |
center-of-gravity implementation.
|
| | |
| | |
| | |
| | | |
Update TODO list.
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | | |
Fix small typo in one log message.
|
| | | |
|
| | |
| | |
| | |
| | | |
that need it to look it up.
|
| | |
| | |
| | |
| | |
| | | |
wide default. This allows individual prims to differ in the
underlying linkset implementation.
|
| | |
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
There is still some overshoot but mostly fixes Mantis 6693.
Fix bug where moveToTarget was active for non-physical objects
and while selected.
Fix bug where move target was not getting changed if the script
changed the target during a move.
|
| | | |
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Framework/Monitoring/BaseStatsCollector.cs
OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs
OpenSim/Region/CoreModules/Avatar/InstantMessage/OfflineMessageModule.cs
OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
|
| | |
| | |
| | |
| | |
| | | |
Remove VehicleForwardVelocity changed storage since the value
will be modified as movement is processed.
|
| | |
| | |
| | |
| | |
| | |
| | | |
vehicle tuning diffrence between Opensim and Second life.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
|
| | |
| | |
| | |
| | |
| | |
| | |
| | | |
to prevent infinite jumps. Now jumps last only AvatarJumpFrames long
(default 4) which is about as high as in SL.
TODO: jumping should only depend on standing (collision with feet)
rather than collision anywhere on the avatar.
|
|\ \ \
| |/ / |
|
| | |
| | |
| | |
| | | |
and region with the offending object's name in the error message.
|
|\ \ \
| |/ /
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
so error messages make more sense.
Change some BulletSim status log messages from WARN to INFO.
Update TODO list.
|
|\ \ \
| | |/
| |/|
| | |
| | |
| | |
| | |
| | | |
Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs
OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs
OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
|
| | |
| | |
| | |
| | |
| | |
| | | |
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.
|
| | |
| | |
| | |
| | | |
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)
|
|\ \ \
| | |/
| |/| |
|
| | |
| | |
| | |
| | |
| | |
| | | |
heartbeat timestep when running the physics engine on a separate
thread. This reduces the occurance of heartbeats that happen when
there is no physics step which is seen as vehicle jerkyness.
|
| | |
| | |
| | |
| | |
| | |
| | | |
a mesh/hull while a mesh or hull is being rebuilt when its asset
is fetched. This fixes a 'pure virtual function' crash when changing
physical state of complex linksets that include many meshes.
|