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* | | | | | | | | | | | revert terminal vel reduction. It helped but not efectiveUbitUmarov2012-05-111-2/+2
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* | | | | | | | | | | reduce avatars terminal velocity to less than 30m/s or colisions with basic ↵UbitUmarov2012-05-102-6/+9
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt).
* | | | | | | | | | | ubitode: changes to vehicles servosUbitUmarov2012-05-101-100/+154
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* | | | | | | | | | minor change to linear motor decayUbitUmarov2012-05-071-11/+17
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* | | | | | | | | UbitODE: reduced the diference btw dinamic and static friction, making ↵UbitUmarov2012-05-051-17/+17
| | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | dinamic larger more identical to static.
* | | | | | | | | ubitODE prims: - moved outbounds checking back to ↵UbitUmarov2012-05-051-4/+91
| |_|_|_|_|_|_|/ |/| | | | | | | | | | | | | | | | | | | | | | | UpdatePositionAndVelocity() from move() so it's done at end of each ode step and when it reports positions to core. There should be no need to check in both places. - Addforce() and AddAngularForce now apply a force if parameter pushforce is true or apply a impulse if false as it's actually needed (the prims grab case should be a force)
* | | | | | | | force lower avatar density for testingUbitUmarov2012-05-051-0/+4
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* | | | | | | | UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any ↵UbitUmarov2012-05-041-2/+4
| |_|_|_|_|_|/ |/| | | | | | | | | | | | | | | | | | | | significant change like new 'velocity' or new position, etc, requests
* | | | | | | Improved sitted avatars crossings ( plus tests on vehicles)UbitUmarov2012-05-021-5/+6
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* | | | | | ubitODE fix applyROtationImpulse, let vehicle hover be relative to root ↵UbitUmarov2012-04-292-15/+32
| | | | | | | | | | | | | | | | | | | | | | | | prim and not center of mass ( as SL docs said) updated some flags to current ones
* | | | | | ubitode fix inertia for same cases. Added a nasty lock on llGetCenterOfMass ↵UbitUmarov2012-04-292-97/+91
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* | | | | fix llGetCenterOfMass ( checked with ubitODE only)UbitUmarov2012-04-281-5/+30
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* | | | | Oooops don't hover underground but do hoverUbitUmarov2012-04-271-26/+27
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* | | | | reorder priority of vehicle hover flagsUbitUmarov2012-04-271-109/+114
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* | | | | testUbitUmarov2012-04-271-1/+7
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* | | | | testUbitUmarov2012-04-271-2/+2
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* | | | | itestUbitUmarov2012-04-271-2/+1
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* | | | | testUbitUmarov2012-04-271-13/+11
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* | | | | testingUbitUmarov2012-04-271-1/+1
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* | | | | testing....UbitUmarov2012-04-271-41/+78
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* | | | | ubitODE fix don't report colisions with a volume detector ( only report to it )UbitUmarov2012-04-271-12/+16
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* | | | | testingUbitUmarov2012-04-271-1/+1
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* | | | | testingUbitUmarov2012-04-271-58/+71
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* | | | | testingUbitUmarov2012-04-271-1/+1
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* | | | | testingUbitUmarov2012-04-271-0/+6
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* | | | | TESTINGUbitUmarov2012-04-271-0/+1
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* | | | fix chODE loosing some part positions when doing isPhysical falseUbitUmarov2012-04-242-11/+42
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* | | | let objects/avas push avasUbitUmarov2012-04-241-2/+1
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* | | ubitODE - do own timing control (as chODE does) until heartbeat does it rightUbitUmarov2012-04-232-21/+34
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* | | ubitODE - several changes...UbitUmarov2012-04-233-431/+379
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* | | ubitODE: - don't try to hover underground unless volumedetector (that ↵UbitUmarov2012-04-211-47/+93
| | | | | | | | | | | | doesn't colide with it)
* | | ubitODE: - Change triangles used in terrain height estimationUbitUmarov2012-04-201-11/+28
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* | | ubitODE - again avatar/terrain collision. Reduce new viewers interpolators ↵UbitUmarov2012-04-201-6/+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' of ssh://3dhosting.de/var/git/careminster into ubitworkUbitUmarov2012-04-192-2/+2
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| * \ Merge branch 'ubitwork'Melanie2012-04-171-0/+1
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| * \ \ Merge branch 'ubitwork'Melanie2012-04-162-8/+16
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| * | | | Downgrade an error log message to info because there is nothing we can do ifMelanie2012-04-162-2/+2
| | | | | | | | | | | | | | | | | | | | an asset is damaged so it should not spew red ink.
* | | | | ubitODE still retouching character pidUbitUmarov2012-04-181-2/+2
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* | | | | ubitODE - retouch character PIDsUbitUmarov2012-04-181-4/+4
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* | | | | ubitODE: prims - update managed dinamic parameters from unmanaged at ODE ↵UbitUmarov2012-04-171-78/+46
| | | | | | | | | | | | | | | | | | | | rate and not heartbeat.
* | | | | ubitODE: - character managed ode was only getting position etc from ↵UbitUmarov2012-04-172-119/+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 ↵UbitUmarov2012-04-172-6/+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 detectorsUbitUmarov2012-04-171-0/+1
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* | | ubitODE: - fix remove characters from default raycasts filters as older code ↵UbitUmarov2012-04-162-8/+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 ↵UbitUmarov2012-04-161-1/+10
| | | | | | | | give a terminal velocity +- 60m/s
* | chODE bug fixUbitUmarov2012-04-161-7/+9
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* | ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov2012-04-167-729/+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 ↵UbitUmarov2012-04-141-1/+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 ↵UbitUmarov2012-04-094-69/+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 bankingUbitUmarov2012-03-311-9/+13
| | | | | | | | this will need a nicer solution sometime...