| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| |
|
|
|
|
|
|
|
| |
parameter 'TerrainGroundPlane' which defaults to -500.
BulletSim had assumed altitudes never went negative but that is not true. The
ground plane is just a safety net so things wouldn't fall to infinity.
|
| |
|
|
|
|
|
|
|
|
| |
objects in the world.
This was originally changed in an attempt to make vehicles work better
but the effect was not that large and it causes avatars to float
above the terrain.
|
|
|
|
|
| |
This adjustment makes a default, shoeless avatar stand properly on a prim
for the various heights (0% to 100% in the appearance adjustment).
|
|
|
|
| |
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
|
|
|
|
|
|
| |
a capsule. Set the default to be the rectangle shape and adjust the
parameters in OpenSimDefaults.ini for the new shape.
The rectangle shape will perform better and avatar height can be
computed more accurately.
|
|
|
|
|
|
|
| |
linear motion.
The code was limiting linear motion to be only in the positive direction
for any axis that was constrained.
|
|
|
|
|
|
| |
upward target motion for avatar when running.
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
|
|
| |
was getting zeroed too easily. Added VehicleMinVelocity parameter.
|
|
|
|
|
|
|
|
| |
It originally looked like mesh terrain would perform better for vehicles
but, after much use, heightmap is the clear winner.
Force terrain implementation to heightmap if the physics region is
larger than legacy region size. This solves running out of memory for
very large regions.
|
|\
| |
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/SceneBase.cs
OpenSim/Services/Interfaces/IGridService.cs
OpenSim/Services/LLLoginService/LLLoginResponse.cs
(conflicts were debug statements that are commented out in master branch)
|
| |
| |
| |
| |
| |
| | |
(like sitting on and activating a vehicle) and crossing borders.
This keeps better bookkeeping on compound shapes so BulletSim can
identify them when being freed.
|
| |
| |
| |
| | |
with a passed region size. This time in the map code and grid services code.
|
|\ \
| |/
| |
| |
| |
| |
| |
| | |
Add new region crossing code to varregion
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
|
| |
| |
| |
| |
| | |
These stopped working because current code calculates sit heights based on avatar physics rather than appearance data.
Also changed BasicPhysics to not divide Z param of all set sizes by 2 - there's no obvious good reason for this and basicphysics is only used in tests
|
| | |
|
| |
| |
| |
| | |
to reduce mesh asset decoding failures
|
|\ \
| |/ |
|
| |
| |
| |
| | |
j2kDecodeCache folder should be cleared after updating to this revision so that sculpts containing alpha can be re-decoded and successfully meshed.
|
| | |
|
| |
| |
| |
| |
| |
| | |
physics engine.
Older physics engines will default to the legacy region size.
Update BulletSim to use the new region size information.
|
|/
|
|
| |
to check for border crossings based on the size of the region.
|
| |
|
|
|
|
|
|
| |
static objects.
Reorder collision flag setting code for terrain to fit pattern used elsewhere.
|
|
|
|
|
|
|
|
|
|
|
| |
the vehicle buoyancy if the vehicle is above its hover height.
This is a known misfeature of this vehicle flag which has been accepted
since it would break too many implementations. The problem is noticed
when creating a jetski-like vehicle that jumps over sand bars. A boat
normally is configured with neutral buoyancy and hovering at water
height. When it jumps the sandbar, it needs to have gravity applied
to get back to water level.
|
| |
|
| |
|
|
|
|
|
|
| |
Add parameter for setting the walking stopped threshold.
This fixes the slight jump when an avatar stops walking.
|
|
|
|
|
| |
This fixes a movement jitter that happens when an avatar is standing on a
tilted surface.
|
|
|
|
| |
This fixes constraints from getting messed up when properties change.
|
|
|
|
|
|
| |
Add proxy cache clearing when some properties are changed. This fixes
a problem where objects would stop colliding of they were moved
with setPosition mulitple times.
|
|
|
|
| |
equilibrium point in the physics engine constraint.
|
|
|
|
|
| |
Add specific error warnings for mis-matched parameter types in extended
physics functions.
|
|
|
|
| |
parameters that control multiple axis. Add useLinearReferenceFrameA constraint parameter.
|
|
|
|
| |
for spring constraints. Renumber parameter ops since I can as no one is using them yet.
|
|
|
|
| |
Add setting of linkset type to physChangeLinkParams. Lots of detail logging for setting of linkset constraint parameters.
|
| |
|
|
|
|
| |
Update routines to use the new parameters list from above change.
|
|
|
|
| |
LocalID of object which created the taint.
|
|
|
|
| |
and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
|
|
|
|
| |
SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
|
|
|
|
| |
implementation of physChangeLinkParams() in BSLinksetConstraint.
|
|
|
|
| |
as case variables in switch statements.
|
|
|
|
| |
constraints. Not fully functional. Remove double definition of ExtendedPhysics parameters by having BulletSim reference the optional module (addition to prebuild.xml and usings).
|
|
|
|
| |
spaces better. This shouldn't affect many since this HACD routine is off by default.
|
|
|
|
| |
constraint. Add implementation to create spring constraint. Send up property updates for linkset children at the end of flexible linkset links. The simulator probably doesn't do the right thing yet.
|
|
|
|
| |
the linkset physics at next PostTaint time. Replace the existing calls to ScheduleRebuild to be calls to Refresh(). This allows external routines to make changes to parameters and then cause the linkset to rebuild.
|
|
|
|
| |
linkset's link back to a fixed, non-moving connection.
|
|
|
|
| |
should be.
|