Commit message (Collapse) | Author | Age | Files | Lines | ||
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| * | | BulletSim: Add gravity force to vehicle. Some debugging additions. | Robert Adams | 2012-11-03 | 1 | -2/+6 | |
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| * | | BulletSim: fix problem with multiple linksets stepping on each other if they ↵ | Robert Adams | 2012-11-03 | 1 | -3/+4 | |
| | | | | | | | | | | | | are built at the same time. | |||||
| * | | BulletSim: add definitions for linkset collision mask | Robert Adams | 2012-11-03 | 1 | -0/+3 | |
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| * | | BulletSim: code rearrangement | Robert Adams | 2012-11-03 | 2 | -8/+6 | |
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| * | | BulletSim: Use Refresh/PostTaints to cause recomputing of constraint ↵ | Robert Adams | 2012-11-03 | 1 | -29/+36 | |
| | | | | | | | | | | | | variables before the simulation step. Update logging and messages to properly name LinksetConstraints. Use UpdatePhysicalMassProperties to put the whole linkset mass into all the physical linkset members so they have the inertia to move the whole linkset. | |||||
| * | | BulletSim: add post taint taints and post step taints. The post taints ↵ | Robert Adams | 2012-11-03 | 1 | -16/+122 | |
| | | | | | | | | | | | | operation is most useful and is used by linksets to build and rebuild only once before the simulation step. | |||||
| * | | BulletSim: remove unneeded parameter from Refresh(). | Robert Adams | 2012-11-03 | 1 | -1/+1 | |
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| * | | BulletSim: centralize mass/inertia computation with ↵ | Robert Adams | 2012-11-03 | 3 | -18/+38 | |
| | | | | | | | | | | | | UpdatePhysicalMassProperties() function. Didn't add setMassRaw because assignment with side effect is dirty. | |||||
| * | | BulletSim: rename constraint classes so they show up together alphabetically. | Robert Adams | 2012-11-03 | 3 | -6/+6 | |
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| * | | BulletSim: many small changes for vehicles simulation. | Robert Adams | 2012-11-03 | 1 | -31/+40 | |
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| * | | BulletSim: add ForEachMember(action) call for linkset. | Robert Adams | 2012-11-03 | 1 | -8/+28 | |
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| * | | BulletSim: Add activations after vehicle properties change. Problem was the ↵ | Robert Adams | 2012-11-03 | 1 | -12/+62 | |
| | | | | | | | | | | | | vehicle was going to sleep while waiting for commands. Make AddAngularForce work the same way as AddForce -- accumulates values and pushes them once into Bullet. | |||||
| * | | BulletSim: correct spelling of Bullet call. It's 'swept' not 'sweep'. | Robert Adams | 2012-11-03 | 3 | -3/+7 | |
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| * | | BulletSim: Add banking and other new code to vechile dynamics. Add third ↵ | Robert Adams | 2012-11-03 | 11 | -188/+323 | |
| | | | | | | | | | | | | party license and contributor in for for Aurora-Sim project for physics code. | |||||
* | | | Merge branch 'avination' into careminster | Melanie | 2012-11-04 | 4 | -33/+36 | |
|\ \ \ | | |/ | |/| | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs | |||||
| * | | lock unique and uniqueReleased in same order when both locks are needed | UbitUmarov | 2012-11-02 | 1 | -20/+14 | |
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| * | | revert last change | UbitUmarov | 2012-10-28 | 1 | -2/+1 | |
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| * | | fix ode timing | UbitUmarov | 2012-10-28 | 1 | -1/+2 | |
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| * | | minor change | UbitUmarov | 2012-10-28 | 1 | -0/+1 | |
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| * | | test limit ode exec time by time not number of loops done | UbitUmarov | 2012-10-28 | 1 | -8/+13 | |
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| * | | bug fix | UbitUmarov | 2012-10-20 | 2 | -1/+3 | |
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| * | | UbitOde stop doing a copy of the asset data using just the reference to | UbitUmarov | 2012-10-19 | 1 | -2/+3 | |
| | | | | | | | | | | | | it. It costs a lot of cpu and doesn't seem all that usefull. | |||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-11-01 | 1 | -0/+6 | |
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| * | | Add TargetVelocity to PhysicsActor interface to support distributed physics. ↵ | Dan Lake | 2012-10-31 | 1 | -0/+6 | |
| | | | | | | | | | | | | No change to existing functions. | |||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-10-31 | 1 | -1/+7 | |
|\ \ \ | |/ / | | | | | | | | | | | | | Conflicts: OpenSim/Framework/ChildAgentDataUpdate.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||||
| * | | Log warning if mesh/sculpt asset couldn't be found by ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -0/+6 | |
| | | | | | | | | | | | | | | | | | | ODEPrim.MeshAssetReceived() callback. Presumably this is now more useful if the false positive from the old method of loading mesh assets have been eliminated. | |||||
| * | | Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing ↵ | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -1/+1 | |
| | | | | | | | | | | | | | | | | | | exception. In some cases (such as failure to receive response from asset service), it is possible for a null to be returned from IAssetService.Get(string, object, AssetRetrieved). | |||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-10-30 | 1 | -3/+2 | |
|\ \ \ | |/ / | | | | | | | | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | |||||
| * | | Make MeshAssetReceived private. | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -1/+1 | |
| | | | | | | | | | | | | Keep methods private unless they need to be opened up to external callers. Reduces analysis complexity. | |||||
| * | | correct ODEPrim.MeshAssetReveived -> MeshAssetReceived | Justin Clark-Casey (justincc) | 2012-10-30 | 1 | -3/+2 | |
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* | | | Merge branch 'avination' into careminster | Melanie | 2012-10-28 | 1 | -7/+13 | |
|\ \ \ | | |/ | |/| | | | | | | | Conflicts: OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||||
| * | | [UNTESTED] core Ode: let broken mesh physical prims collide with land as | UbitUmarov | 2012-10-19 | 1 | -6/+11 | |
| | | | | | | | | | | | | the defaul basic box so they don't go off world. | |||||
| * | | [UNTESTED] core Ode: stop trying to load a broken asset. Make broken | UbitUmarov | 2012-10-19 | 1 | -21/+97 | |
| | | | | | | | | | | | | assets behave like phantom by Nebadon request | |||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-10-26 | 4 | -18/+26 | |
|\ \ \ | | |/ | |/| | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/OSSL_Api.cs OpenSim/Region/ScriptEngine/Shared/Api/Runtime/LSL_Constants.cs | |||||
| * | | BulletSim: fix problem with avatars sinking into the ground. | Robert Adams | 2012-10-23 | 4 | -15/+23 | |
| | | | | | | | | | | | | Change terrain activation state to DISABLE_SIMULATION for better performance. | |||||
| * | | BulletSim: minor change to insure avatar body recreation when shape changes. | Robert Adams | 2012-10-23 | 1 | -3/+3 | |
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* | | | Merge branch 'master' into careminster | Melanie | 2012-10-23 | 10 | -374/+510 | |
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| * | | BulletSim: remove chatty debug message. | Robert Adams | 2012-10-22 | 2 | -2/+2 | |
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| * | | BulletSim: fix bug that caused error (and a crash on 32 bit Linux) when mesh ↵ | Robert Adams | 2012-10-22 | 8 | -35/+51 | |
| | | | | | | | | | | | | assets weren't already in the cache. Comment cleanups. | |||||
| * | | BulletSim: fix problem of not rebuilding shape by clearing last rebuild ↵ | Robert Adams | 2012-10-22 | 2 | -2/+8 | |
| | | | | | | | | | | | | failed flag in BSPrim.ForceBodyShapeRebuild() | |||||
| * | | BulletSim: remove trailing spaces to make git happy. | Robert Adams | 2012-10-22 | 8 | -36/+36 | |
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| * | | BulletSim: encorporate UBit's suggestion to save a copy of mesh raw data. | Robert Adams | 2012-10-22 | 1 | -2/+1 | |
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| * | | BulletSim: Create LinkSet abstract class and sparate constraint based ↵ | Robert Adams | 2012-10-22 | 3 | -319/+434 | |
| | | | | | | | | | | | | linksets into own subclass. Will eventually add manual movement linkset subclass. | |||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-10-23 | 1 | -12/+14 | |
|\ \ \ | |/ / | | | | | | | | | | Conflicts: OpenSim/Framework/LandData.cs | |||||
| * | | minor: remove unnecessary bit of method doc from ↵ | Justin Clark-Casey (justincc) | 2012-10-20 | 1 | -3/+0 | |
| | | | | | | | | | | | | OdePrim.BadMeshAssetCollideBits that monodevelop inserted automatically | |||||
| * | | Fix minor issues from commit 28483150 | Justin Clark-Casey (justincc) | 2012-10-20 | 1 | -12/+17 | |
| | | | | | | | | | | | | Fix spelling of collide, change to more self-documenting property BadMeshAssetCollideBits, add method doc, change to private to reduce code analysis complexity | |||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-10-20 | 7 | -406/+623 | |
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| * | | BulletSim: add asset fetching so BulletSim works with new physics asset ↵ | Robert Adams | 2012-10-19 | 4 | -165/+240 | |
| | | | | | | | | | | | | | | | | | | handling. Refactor some names to make them available for the asset tracking and fetching. | |||||
| * | | BulletSim: reorder avatar collision checking to eliminate double collision_end. | Robert Adams | 2012-10-19 | 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. | |||||
| * | | BulletSim: change nonimal physics frame rate to 55 to give same numbers as ODE. | Robert Adams | 2012-10-19 | 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). |