Commit message (Collapse) | Author | Age | Files | Lines | ||
---|---|---|---|---|---|---|
... | ||||||
| * | | ubitODE: - Change triangles used in terrain height estimation | UbitUmarov | 2012-04-20 | 1 | -11/+28 | |
| | | | ||||||
| * | | ubitODE - again avatar/terrain collision. Reduce new viewers interpolators ↵ | UbitUmarov | 2012-04-20 | 1 | -6/+14 | |
| | | | | | | | | | | | | efects reporting null velocity and aceleration when stopped near the right position, where they can still have instantanius large values that can get magnified by interpolators, specially using diferent timing estimation. | |||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-04-23 | 3 | -54/+343 | |
|\ \ \ | | |/ | |/| | | | | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||||
| * | | refactor: simply some properties code in BasicPhysicsPlugin | Justin Clark-Casey (justincc) | 2012-04-22 | 2 | -72/+12 | |
| | | | ||||||
| * | | Fix bug where setting phantom on a prim would result in a server log message ↵ | Justin Clark-Casey (justincc) | 2012-04-22 | 2 | -18/+367 | |
| | | | | | | | | | | | | | | | | | | | | | | | | rather than setting phantom. This was an oversight when removing some race conditions from PhysicsActor setting recently. Regression tests extended to probe this code path. Extending regression tests required implementation of a BasicPhysicsPrim (there was none before). However, BasicPhysics plugin is still of no current practical use other than to fill in as a component for other parts of regression testing. | |||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-04-22 | 2 | -238/+222 | |
|\ \ \ | |/ / | ||||||
| * | | Comment out spurious Body != IntPtr.Zero code after disableBody(), since ↵ | Justin Clark-Casey (justincc) | 2012-04-21 | 2 | -10/+20 | |
| | | | | | | | | | | | | disableBody() sets Body == IntPtr.Zero on all code paths. | |||||
| * | | refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate. | Justin Clark-Casey (justincc) | 2012-04-21 | 1 | -115/+117 | |
| | | | ||||||
| * | | Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim. | Justin Clark-Casey (justincc) | 2012-04-21 | 1 | -116/+88 | |
| | | | | | | | | | | | | | | | | | | prim_geom == IntPtr.Zero only before a new add prim taint is processed (which is the first taint) or in operations such as scale change which are done in taint or under lock. Therefore, we can remove these checks which were not consistently applied anyway. If there is a genuine problem, better to see it quickly in a NullReferenceException than hide the bug. | |||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-04-20 | 1 | -12/+10 | |
|\ \ \ | |/ / | | / | |/ |/| | ||||||
| * | If a physical prim is manually moved (e.g. by a user) then set the geometry ↵ | Justin Clark-Casey (justincc) | 2012-04-20 | 1 | -12/+10 | |
| | | | | | | | | | | | | | | position as well as the body position This is necessary to stop the moved prim snapping back to the original position on deselection if moved only once This resolves http://opensimulator.org/mantis/view.php?id=5966 | |||||
* | | Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork | UbitUmarov | 2012-04-19 | 2 | -2/+2 | |
|\ \ | ||||||
| * \ | Merge branch 'ubitwork' | Melanie | 2012-04-17 | 1 | -0/+1 | |
| |\ \ | ||||||
| * \ \ | Merge branch 'ubitwork' | Melanie | 2012-04-16 | 2 | -8/+16 | |
| |\ \ \ | ||||||
| * | | | | Downgrade an error log message to info because there is nothing we can do if | Melanie | 2012-04-16 | 2 | -2/+2 | |
| | | | | | | | | | | | | | | | | | | | | an asset is damaged so it should not spew red ink. | |||||
* | | | | | ubitODE still retouching character pid | UbitUmarov | 2012-04-18 | 1 | -2/+2 | |
| | | | | | ||||||
* | | | | | ubitODE - retouch character PIDs | UbitUmarov | 2012-04-18 | 1 | -4/+4 | |
| | | | | | ||||||
* | | | | | ubitODE: prims - update managed dinamic parameters from unmanaged at ODE ↵ | UbitUmarov | 2012-04-17 | 1 | -78/+46 | |
| | | | | | | | | | | | | | | | | | | | | rate and not heartbeat. | |||||
* | | | | | ubitODE: - character managed ode was only getting position etc from ↵ | UbitUmarov | 2012-04-17 | 2 | -119/+48 | |
| | | | | | | | | | | | | | | | | | | | | unmanaged at heartbeat rate like core ode. Now do it at ODE rate in move(..). UpdatePositionAndVelocity() called once per heartbeat is now empty. | |||||
* | | | | | ubitODE: - made avatar/ground collision pid servo a bit softer since seems a ↵ | UbitUmarov | 2012-04-17 | 2 | -6/+7 | |
| |_|/ / |/| | | | | | | | | | | | bit unstable with small avas in AVI even if fine on my testsite - Removed reading of PID parameters from config files since that only serves to mess things up and adds more unknowns | |||||
* | | | | ubitODE: bug fix let avatars colide with volume detectors | UbitUmarov | 2012-04-17 | 1 | -0/+1 | |
| |/ / |/| | | ||||||
* | | | ubitODE: - fix remove characters from default raycasts filters as older code ↵ | UbitUmarov | 2012-04-16 | 2 | -8/+16 | |
|/ / | | | | | | | (or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE | |||||
* | | chODE: if character velocity > 50m/s apply breaks. In free fall this will ↵ | UbitUmarov | 2012-04-16 | 1 | -1/+10 | |
| | | | | | | | | give a terminal velocity +- 60m/s | |||||
* | | chODE bug fix | UbitUmarov | 2012-04-16 | 1 | -7/+9 | |
| | | ||||||
* | | ubitODE + physmanager: - Revised use of ODE collisions categories and ↵ | UbitUmarov | 2012-04-16 | 7 | -729/+983 | |
| | | | | | | | | bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action. | |||||
* | | Use chode character actor.SetMomentum() to force full restore Velocity in ↵ | UbitUmarov | 2012-04-14 | 1 | -1/+19 | |
| | | | | | | | | scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall. | |||||
* | | chODE and ubitODE always return prim mass (they where returning object mass ↵ | UbitUmarov | 2012-04-09 | 4 | -69/+315 | |
| | | | | | | | | on physical prims) so SOG can do the total add. (ubitODE as more code to use a simpler terrain geom on a modified ode lib but should do autodetect and work with normal lib). | |||||
* | | reduced instability in vertical atractor with eficiency of 1 and banking | UbitUmarov | 2012-03-31 | 1 | -9/+13 | |
| | | | | | | | | this will need a nicer solution sometime... | |||||
* | | Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork | UbitUmarov | 2012-03-27 | 3 | -9/+48 | |
|\ \ | ||||||
| * \ | Merge branch 'master' into careminster | Melanie | 2012-03-27 | 3 | -9/+48 | |
| |\ \ | | |/ | ||||||
| | * | BulletSim: make avatar animations update properly. | Robert Adams | 2012-03-26 | 3 | -9/+48 | |
| | | | | | | | | | | | | | | | | | | | | | It seems that ODE calls the avatar collision handling routine even if there are no collisions. This causes the animation to be updated. So, for instance, going from HOVER to FLY is caused by the physics engine calling the collision routine each frame with 0 collisions. | |||||
* | | | Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitwork | UbitUmarov | 2012-03-26 | 5 | -40/+135 | |
|\ \ \ | |/ / | ||||||
| * | | Merge branch 'master' into careminster | Melanie | 2012-03-26 | 5 | -40/+135 | |
| |\ \ | | |/ | ||||||
| | * | BulletSim: fix typo introducted by previous checkins (git merge sometimes ↵ | Robert Adams | 2012-03-26 | 1 | -3/+0 | |
| | | | | | | | | | | | | makes mistakes) | |||||
| | * | Merge branch 'bulletsim1' of ↵ | Robert Adams | 2012-03-23 | 1 | -1/+6 | |
| | |\ | | | | | | | | | | | | | | | | | | | | | | | | | ssh://island.sciencesim.com/home/sceneapi/radams1/bs-opensim into bulletsim1 Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||||
| | | * | BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵ | Robert Adams | 2012-03-22 | 3 | -15/+11 | |
| | | | | | | | | | | | | | | | | (there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID. | |||||
| | | * | BulletSim: update TODO list. Rearrange code for readability. Add per object ↵ | Robert Adams | 2012-03-21 | 2 | -17/+17 | |
| | | | | | | | | | | | | | | | | friction and restitution runtime settable parameters. | |||||
| | | * | BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵ | Robert Adams | 2012-03-21 | 2 | -3/+9 | |
| | | | | | | | | | | | | | | | | buoyancy for flying. Tweek avatar default friction and resititution | |||||
| | | * | BulletSim: set buoyancy in only one place | Robert Adams | 2012-03-21 | 1 | -5/+3 | |
| | | | | ||||||
| | | * | BulletSim: add some new runtime setable parameters to match the dll. | Robert Adams | 2012-03-21 | 2 | -7/+16 | |
| | | | | ||||||
| | | * | BulletSim: Update list of TODO tasks | Robert Adams | 2012-03-21 | 1 | -0/+13 | |
| | | | | ||||||
| | * | | BulletSim: change default of shouldDisableContactPoolDynamicAllocation from ↵ | Robert Adams | 2012-03-23 | 1 | -2/+2 | |
| | | | | | | | | | | | | | | | | False to True. It seems that collisions don't happen well when it is False (things fall through terrain). | |||||
| | * | | BulletSim: Add new configuration parameters to get and set console commands | Robert Adams | 2012-03-23 | 1 | -4/+32 | |
| | | | | ||||||
| | * | | BulletSim: add a bunch of internal Bullet configuration parameters to ↵ | Robert Adams | 2012-03-23 | 2 | -0/+43 | |
| | | | | | | | | | | | | | | | | OpenSimDefaults.ini and the code. | |||||
| | * | | BulletSim: remove confusion between angularVelocity and rotationalVelocity ↵ | Robert Adams | 2012-03-23 | 3 | -15/+11 | |
| | | | | | | | | | | | | | | | | (there is still confusion in the rest of OpenSim). Enhance some debug statements to include the object ID. | |||||
| | * | | BulletSim: update TODO list. Rearrange code for readability. Add per object ↵ | Robert Adams | 2012-03-23 | 2 | -17/+17 | |
| | | | | | | | | | | | | | | | | friction and restitution runtime settable parameters. | |||||
| | * | | BulletSim: Add AvatarRestitution parameter. Centralize computation of ↵ | Robert Adams | 2012-03-23 | 2 | -3/+9 | |
| | | | | | | | | | | | | | | | | buoyancy for flying. Tweek avatar default friction and resititution | |||||
| | * | | BulletSim: set buoyancy in only one place | Robert Adams | 2012-03-23 | 1 | -5/+3 | |
| | | | | ||||||
| | * | | BulletSim: add some new runtime setable parameters to match the dll. | Robert Adams | 2012-03-23 | 2 | -7/+16 | |
| | | | | ||||||
| | * | | BulletSim: Update list of TODO tasks | Robert Adams | 2012-03-23 | 1 | -0/+13 | |
| | |/ |