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* *TESTP unscripted sit: missing filesUbitUmarov2012-12-172-0/+6
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* * TEST * unscripted sitUbitUmarov2012-12-172-2/+196
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* make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov2012-12-111-14/+37
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* changes on the fast speed avatars collider, collisions from above, etcUbitUmarov2012-12-111-62/+64
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* fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2012-12-113-13/+8
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* missing files remove some warnings...UbitUmarov2012-12-113-4/+3
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* missing fileUbitUmarov2012-12-111-0/+9
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* a few more changes on avatar colliderUbitUmarov2012-12-112-299/+363
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* create a new ode character also with the new informationUbitUmarov2012-12-073-5/+20
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* *TEST* Use new avatar size in ubitODE.UbitUmarov2012-12-073-4/+50
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* avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2012-12-053-101/+74
| | | | avatar collider, just rounding the boxes, etc
* move characters (avatars) to own collision space, also fixing a problemUbitUmarov2012-12-043-14/+47
| | | | with previus code that was still assuming the avatar is g2
* raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov2012-12-041-4/+4
| | | | reduce head size a bit
* Merge branch 'avination' into ubitworkMelanie2012-12-033-102/+367
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| * *TEST* diferent avatar colliderUbitUmarov2012-12-032-101/+337
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| * fix vertex rounding directionUbitUmarov2012-12-031-1/+8
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| * *TEST* reduce all mesh vertices resolution to 1e-5. This reduces numberUbitUmarov2012-12-031-0/+16
| | | | | | | | of unique vertices only originated by math errors in PrimMesher
| * adjust avatar standing Z positionUbitUmarov2012-12-031-5/+11
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* | don't zero constant force and torque in selectionUbitUmarov2012-11-241-6/+6
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* Merge branch 'master' into careminsterMelanie2012-11-2211-54/+54
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| * Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie2012-11-2211-54/+54
| | | | | | | | conflicts with PhysicsShape type defined in later libOMV
* | Merge branch 'master' into careminsterMelanie2012-11-2212-321/+713
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| * BulletSim: Make avatar capsule so it is not circular.Robert Adams2012-11-216-21/+39
| | | | | | | | | | | | | | | | | | Simple attempt to make avatars better shaped. Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth' and 'avatarCapsuleDepth'. More tweeking to avatar height calculation. A little better but short avatar's feet are above the terrain and tall avatar's feet are a little below the ground.
| * BulletSim: Properly position mesh terrain on creation (fixes terrain not ↵Robert Adams2012-11-212-76/+44
| | | | | | | | appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages.
| * BulletSim: add terrainImplementation parameter with default to Mesh.Robert Adams2012-11-213-5/+46
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| * BulletSim: fix line endings to be all Linux style (windows style keeps ↵Robert Adams2012-11-212-454/+454
| | | | | | | | creeping in)
| * BulletSim: enablement and debugging of mesh terrain.Robert Adams2012-11-214-36/+253
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| * BulletSim: pull heightmap implementation out of the terrain manager so a ↵Robert Adams2012-11-214-181/+327
| | | | | | | | mesh terrain can be implemented.
| * BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵Robert Adams2012-11-214-8/+8
| | | | | | | | having mesh avatars.
| * BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is ↵Robert Adams2012-11-213-20/+22
| | | | | | | | getting simplified out of existance someday) and update all the references to same.
| * BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams2012-11-219-66/+67
| | | | | | | | getting simplified out of existance someday) and update all the references to that enum.
| * BulletSim: change PositionSanityCheck to apply a force to correct position ↵Robert Adams2012-11-212-33/+30
| | | | | | | | corrections (below ground and floating).
| * BulletSim: tweek avatar capsule parameters so avatar feet don't go below ↵Robert Adams2012-11-212-8/+10
| | | | | | | | ground. This solves the bouncing, short avatar problem (Mantis 6403).
* | Merge branch 'master' into careminsterMelanie2012-11-196-352/+220
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| * BulletSim: Use base class constructors for initialization of BSShape and ↵Robert Adams2012-11-184-216/+214
| | | | | | | | other classes.
| * BulletSim: fix the problem with flying being disabled when crossing region ↵Robert Adams2012-11-181-2/+6
| | | | | | | | boundries.
| * BulletSim: remove the obsolete interface to the Bullet code. Update ↵Robert Adams2012-11-181-134/+0
| | | | | | | | BulletSim libraries with code stripped of the obsolete code.
* | Merge branch 'avination' into careminsterMelanie2012-11-171-2/+2
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| * | add debug position on bad primmesh errorUbitUmarov2012-11-021-2/+2
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* | | Merge branch 'master' into careminsterMelanie2012-11-157-9/+75
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| * | Added AssemblyInfos to every dll in the OpenSim.Region namespace.Diva Canto2012-11-146-4/+70
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| * | Updated all existing AssemblyVersions's to 0.7.5.*. Many DLLs still don't ↵Diva Canto2012-11-135-5/+5
| | | | | | | | | | | | have an AssemblyInfo file.
* | | Merge branch 'master' into careminsterMelanie2012-11-091-1/+15
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| * | ODECharacter overrides TargetVelocity. No change to existing behaviorDan Lake2012-11-081-1/+15
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* | | Merge branch 'master' into careminsterMelanie2012-11-0811-105/+593
|\ \ \ | |/ / | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs
| * | BulletSim: add skeleton classes for shape objectification. This will ↵Robert Adams2012-11-071-0/+213
| | | | | | | | | | | | eventually replace all the if's and switches in ShapeCollection with polymorphism.
| * | BulletSim: add classes for physics motors. Eventually these will replace the ↵Robert Adams2012-11-071-0/+104
| | | | | | | | | | | | manual code for vehicles and add PID functionality to avatar movement.
| * | BulletSim: many changes to tune vehicles for BulletSim.Robert Adams2012-11-061-63/+161
| | | | | | | | | | | | | | | | | | | | | | | | The problem left is that the vehicle sitting on something needs to press down for gravity and what its sitting on pushes up so the vehicle does not penetrate. The effect is Bullet calculates a lot of random angular motion for the vehicle. Various schemes of damping and zeroing has not resolved the problem.
| * | BulletSim: Add ZeroAngularMotion method to physical objects. Add inTaint ↵Robert Adams2012-11-064-28/+82
| | | | | | | | | | | | flag to ZeroMotion method. Update the references to those functions.
| * | BulletSim: remove limit on taints that can happen before a step. Remove some ↵Robert Adams2012-11-061-12/+16
| | | | | | | | | | | | debugging code (detail log flushing).