| Commit message (Collapse) | Author | Age | Files | Lines |
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Conflicts:
OpenSim/Capabilities/Handlers/GetTexture/GetTextureHandler.cs
OpenSim/Framework/Servers/HttpServer/BaseHttpServer.cs
OpenSim/Services/Connectors/Asset/AssetServicesConnector.cs
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so error messages make more sense.
Change some BulletSim status log messages from WARN to INFO.
Update TODO list.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs
OpenSim/Region/Framework/Interfaces/IDynamicMenuModule.cs
OpenSim/Region/OptionalModules/ViewerSupport/DynamicMenuModule.cs
OpenSim/Region/OptionalModules/World/MoneyModule/SampleMoneyModule.cs
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applying an upward motion when stuck in things on the Z
* Comments describe how it filters out good, normal collisions, from 'stuck' collisions.. It's especially sensitive in feetbox collisions since this is where normal collisions happen under usual circumstances.
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This fits within Ubit's framework of multi-body collisions, just moves the reactive force to the Midboxgeom(actual detection) instead of the bigbox geom(pre detection)
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heartbeat timestep when running the physics engine on a separate
thread. This reduces the occurance of heartbeats that happen when
there is no physics step which is seen as vehicle jerkyness.
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a mesh/hull while a mesh or hull is being rebuilt when its asset
is fetched. This fixes a 'pure virtual function' crash when changing
physical state of complex linksets that include many meshes.
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Conflicts:
OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/AsyncCommandManager.cs
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thread. Off by default until more testing.
Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics
engine to be called on its own thread and the heartbeat thread only
handles the reporting of property updates and collisions. Physics frame
rate is about right but physics execution time goes to zero as accounted
by the heartbeat loop.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
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Some vehicle scripts change type on the fly as an easy way of setting
all the parameters (like a plane changing to a car when on the ground).
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if the mesh asset specifies physics hulls, BulletSim will fetch and
use same rather than approximating the hulls. If physics hulls are not
specified, the representation will fall back to the regular physics mesh.
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which recompute GImpact shape bounding box after creation as Bullet
doesn't do that itself (something it does for nearly every other shape).
Now, physical prims without cuts become single mesh convex meshes. Physical
prims with cuts become GImpact meshes. Meshes become a set of convex
hulls approximated from the mesh unless the hulls are specified in the
mesh asset data. The use of GImpact shapes should make some mechanical
physics more stable.
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Another parameter for vehicle operation tuning.
Default to <1,1,1> which means nothing is different under normal use.
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Shouldn't see any functional difference.
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Default to off.
To turn mesh parsing DEBUG detail logging on, add
[Mesh]
LogMeshDetail=true
to the INI file.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
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a compile time variable to turn this logging off if it is too spammy.
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condition when extracting the convex hulls.
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Add debugging messages for hull asset use.
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Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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Default to 'off' as it needs debugging.
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in certain directions. The problem was really that the avatar capsule
orientation was being set incorrectly.
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This reverts commit 2fd8819a043269f9308cb46c71893e6eb35a426e.
Remove this code until I can figure out why the references that are
clearly in prebuild.xml doesn't work for the
'using OpenSim.Region.Physics.Meshing' in BSShape.cs.
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Default to 'off' as it needs debugging.
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for prims that have cuts or holes. Default logic to 'off' as it
needs debugging.
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use yet; the interface will be defined in a later commit.
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in any INI file. Update TODO list.
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/SceneCommunicationService.cs
OpenSim/Region/Framework/Scenes/ScenePresence.cs
OpenSim/Region/Framework/Scenes/SimStatsReporter.cs
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was wound in a mesh asset
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you are running.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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race condition.
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avatar standing on ground view better and enables tuning.
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Output messages on features disabled when using BulletXNA.
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Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
OpenSim/Services/LLLoginService/LLLoginResponse.cs
OpenSim/Services/LLLoginService/LLLoginService.cs
OpenSim/Tests/Common/Mock/TestClient.cs
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is in a region. This fixes the high CPU usage for regions with nothing
else going on.
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Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/CoreModules/Framework/EntityTransfer/HGEntityTransferModule.cs
OpenSim/Region/CoreModules/World/Estate/EstateManagementModule.cs
OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
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Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Signed-off-by: Robert Adams <Robert.Adams@intel.com>
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Attempt to fix vehicles being twisted off the ground when they go physical.
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