Commit message (Collapse) | Author | Age | Files | Lines | ||
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| * | | a few changes/fix (?) | UbitUmarov | 2012-10-07 | 4 | -117/+112 | |
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| * | | bug fix + make costs visible for testing | UbitUmarov | 2012-10-07 | 3 | -37/+76 | |
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| * | | refix so we can compile it, loosing alpha scultps fix on core meshmerizer | UbitUmarov | 2012-10-07 | 1 | -0/+11 | |
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| * | | fix wrong file commited | UbitUmarov | 2012-10-07 | 1 | -10/+0 | |
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| * | | Merge branch 'avination' into ubitwork | UbitUmarov | 2012-10-07 | 1 | -24/+7 | |
| |\ \ | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Physics/Meshing/Meshmerizer.cs | |||||
| | * | | comment out a spam coment on core Meshmerizer | UbitUmarov | 2012-10-07 | 1 | -26/+4 | |
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| * | | | i update core ode plugin and make it load is meshs (i hope) | UbitUmarov | 2012-10-07 | 3 | -24/+118 | |
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| * | | | [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculpts | UbitUmarov | 2012-10-07 | 5 | -1033/+609 | |
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| * | | | more changes and more non active code | UbitUmarov | 2012-10-04 | 4 | -29/+144 | |
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| * | | | more changes. Most code not in use | UbitUmarov | 2012-10-04 | 5 | -23/+615 | |
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| * | | | missing changed file | UbitUmarov | 2012-10-03 | 1 | -1/+1 | |
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| * | | | meshworker basic replacement of SOP CheckSculptAndLoad ( for now disabled | UbitUmarov | 2012-10-03 | 1 | -4/+39 | |
| | | | | | | | | | | | | | | | | for all physics engines) | |||||
| * | | | making meshworker have more work.. | UbitUmarov | 2012-10-03 | 2 | -4/+23 | |
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| * | | | introduce a ODEMeshWorker class, should be pure cosmetic changes for now | UbitUmarov | 2012-10-03 | 7 | -163/+262 | |
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* | | | Merge branch 'master' into careminster | Melanie | 2012-10-12 | 12 | -207/+335 | |
|\ \ \ | | |/ | |/| | | | | | | | | | | | | | Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs OpenSim/Region/Framework/Scenes/Scene.cs | |||||
| * | | BulletSim: only use native sphere shape if it is a sphere. | Robert Adams | 2012-10-12 | 1 | -1/+2 | |
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| * | | BulletSim: fix problem with some shapes (like cylinders) being implemented ↵ | Robert Adams | 2012-10-11 | 1 | -1/+1 | |
| | | | | | | | | | | | | as cubes. | |||||
| * | | BulletSim: remove some unused API2 calls because they were removed from ↵ | Robert Adams | 2012-10-11 | 2 | -14/+2 | |
| | | | | | | | | | | | | Bullet 2.81 | |||||
| * | | BulletSim: normalize physics FPS to 45 (for real this time). | Robert Adams | 2012-10-11 | 1 | -2/+2 | |
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| * | | BulletSim: normalize physics FPS to 45. | Robert Adams | 2012-10-11 | 1 | -3/+4 | |
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| * | | BulletSim: Use full linkset mass when computing vehicle gravity force. Add ↵ | Robert Adams | 2012-10-11 | 3 | -11/+16 | |
| | | | | | | | | | | | | taint-time specification to new AddForce(). | |||||
| * | | BulletSim: Change defaults for constraint CFM and ERP to make large linksets ↵ | Robert Adams | 2012-10-11 | 2 | -11/+8 | |
| | | | | | | | | | | | | more rigid. Remove mass calculation for terrain (it should stay a static object). | |||||
| * | | BulletSim: cosmetic changes (comments and renaming). Give mass to terrain to ↵ | Robert Adams | 2012-10-11 | 7 | -52/+74 | |
| | | | | | | | | | | | | improve interactions. | |||||
| * | | BulletSim: Add Force* operations to objects to allow direct push to engine. | Robert Adams | 2012-10-11 | 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. | |||||
| * | | BulletSim: Fix crash when linking large physical linksets. | Robert Adams | 2012-10-11 | 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. | |||||
| * | | av_av_collisions_off = false OdePhysics Settings in OpenSimDefaults.ini - ↵ | teravus | 2012-10-09 | 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. | |||||
| * | | Add config option to plant avatar where they are reducing avatar avatar ↵ | teravus | 2012-10-09 | 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. | |||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-10-04 | 2 | -8/+46 | |
|\ \ \ | |/ / | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SimStatsReporter.cs | |||||
| * | | Soliciting for comments on smoothness of physics objects for this build. | teravus | 2012-10-03 | 2 | -8/+46 | |
| | | | | | | | | | | | | | | | This introduces expected contact point hints to the ODE Collider to better determine when to throttle updates as excessive. This /should/ smooth physics objects out again, however, I cannot know every configuration of OpenSimulator, so I'm requesting that testers please examine this change on their build. Thanks! | |||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-10-03 | 1 | -5/+19 | |
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| * | | I propose that 0.5m/step change for linear velocity is too big of a change ↵ | teravus | 2012-10-03 | 1 | -1/+15 | |
| | | | | | | | | | | | | to control the reporting of a new angular velocity. I think that this could be here for one of two reasons, 1. vehicles and llMoveToTarget with axis lock, or 2. To attempt to make things look more stable in the physics scene then they really are, however, this also really affects the angular velocity reporting negatively causing things to spin wildly and jump back into place repeatedly. To compromise, if the prim is a vehicle or is being used as a motor target, the original functionality is still applied. If that's not the case, angular velocity is reported with a linear velocity of 0.02m/step. To be clear on the effect of the physical world... When you push things, there's still a lag time where you walk into the object but once the object is in motion, it begins to move as you would expect so results in slightly more realistic motion. | |||||
| * | | Minor Modification, switch /2 to 0.5f in ODEPrim.Velocity | teravus | 2012-10-02 | 1 | -4/+4 | |
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* | | | Merge branch 'master' into careminster | Melanie | 2012-10-03 | 8 | -143/+276 | |
|\ \ \ | |/ / | | | | | | | | | | Conflicts: OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs | |||||
| * | | BulletSim: Make parameter value defaults match what should be the default ↵ | Robert Adams | 2012-10-02 | 2 | -14/+14 | |
| | | | | | | | | | | | | and what is in OpenSimDefaults.ini. Comment and debug printout changes. | |||||
| * | | BulletSim: Add ForcePosition and ForceOrientation to BSPhysObject and to its ↵ | Robert Adams | 2012-10-02 | 3 | -5/+64 | |
| | | | | | | | | | | | | children of BSPrim and BSCharacter. | |||||
| * | | BulletSim: Fix problem where box shapes were not being rebuilt if the shape ↵ | Robert Adams | 2012-10-02 | 1 | -4/+6 | |
| | | | | | | | | | | | | type changed. | |||||
| * | | BulletSim: Fix linkset problem where delayed manipulations of child objects ↵ | Robert Adams | 2012-10-02 | 1 | -10/+8 | |
| | | | | | | | | | | | | was using the child shape address at call time rather than the one created at taint time. | |||||
| * | | BulletSim: call ForcePosition and ForceOrientation in BSDynamics so there is ↵ | Robert Adams | 2012-10-02 | 1 | -39/+57 | |
| | | | | | | | | | | | | no lag between what the vehicle code sees and what the physics engine is using. | |||||
| * | | BulletSim: fix the FloatOnWater code so avatars can normally go underwater. | Robert Adams | 2012-10-02 | 1 | -1/+1 | |
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| * | | BulletSim: impliment FloatOnWater OS function. | Robert Adams | 2012-10-02 | 3 | -22/+104 | |
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| * | | Correct my name in CONTRIBUTORS.txt | Robert Adams | 2012-10-02 | 1 | -35/+16 | |
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| * | | BulletSim: remove warnings for unused variables. | Robert Adams | 2012-10-02 | 3 | -14/+7 | |
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* | | | Merge branch 'avination' into careminster | Melanie | 2012-09-29 | 2 | -34/+126 | |
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| * | | make some forgotten changes be done by simulation thread not by caller | UbitUmarov | 2012-09-27 | 2 | -34/+126 | |
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* | | | Merge branch 'master' into careminster | Melanie | 2012-09-29 | 13 | -1372/+2150 | |
|\ \ \ | | |/ | |/| | | | | | | | | | | | | | Conflicts: CONTRIBUTORS.txt OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/CoreModules/Avatar/Attachments/Tests/AttachmentsModuleTests.cs | |||||
| * | | BulletSim: remember to release the physical body and shape when a prim is ↵ | Robert Adams | 2012-09-28 | 2 | -16/+16 | |
| | | | | | | | | | | | | destroyed. This fixes many problems with physical linksets. | |||||
| * | | BulletSim: add separate runtime and taint-time linkset children lists to ↵ | Robert Adams | 2012-09-27 | 3 | -80/+93 | |
| | | | | | | | | | | | | keep the creation of constraints separate from runtime. | |||||
| * | | BulletSim: rename some constraint variables to be consistant with other name ↵ | Robert Adams | 2012-09-27 | 7 | -116/+231 | |
| | | | | | | | | | | | | | | | | | | | | | | | | | | | use. Added callbacks for shape and body changes in GetBodyAndShape() so the linkset constraints can be picked up and restored. A better design might be to have a "prim shape changed" event. Think about that. Added constraint types to general constraint class. | |||||
| * | | BulletSim: remove the trailing spaces from lines to make git happier | Robert Adams | 2012-09-27 | 10 | -276/+275 | |
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| * | | BulletSim: remove the unused body management code from BSPrim. There is no ↵ | Robert Adams | 2012-09-27 | 1 | -374/+0 | |
| | | | | | | | | | | | | going back now. |