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version of BulletSim. Could only effect operation of flexible linksets when
using the C# version of the Bullet physics engine.
Found by Tampa and AliciaRaven and reported in Mantis 7612.
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BulletSim. Could only effect operation of flexible linksets when using
the C# version of the Bullet physics engine.
Found by Tampa and reported in Mantis 7612.
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work.
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This code is in the XNA module so it does not affect the normal
Bullet configuration .
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with a passed region size. This time in the map code and grid services code.
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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.
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constraints.
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should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs.
* Fixed a null ref during shutdown.
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for prims that have cuts or holes. Default logic to 'off' as it
needs debugging.
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changes.
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from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
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glibc (2.14) since that is not yet in some Linux distributions.
Add unmanaged API calls and code for creating single convex hull shapes.
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mesh to hull conversion calls in place but code not working. Update
BulletSim DLLs and SOs for new API and HACD code.
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Updated the DLLs and SOs and code for BulletXNA to create the types.
All the detailed control calls are not all in place yet.
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(like vectors or quaternions).
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that was in BSScene to BSParam. Remove unused parameters that were passed to the unmanaged code. Update DLLs and SOs for the new param block.
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BulletXNA.
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making the bulletXNA engine work again.
* The only thing that had an issue was when creating a new RigidBody, BulletXNA didn't know the type SimMotionState and the upcast type is unknown in the constructor. Therefore, I had to update the IMotionState with a new method 'SetBody'. All of the duplicated type information has been removed and BulletXNA is not relying on any non-standard types external to the library.
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BulletSPlugin using the BulletXNA Bullet physics engine. It also updates the BulletXNA library to be compatible with the changes. OpenSimDefaults has been updated to describe how to switch engines and terrain implementations.
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Necessitated allowing simulator and physical position of a body to
get out of sync since Bullet assumes that <0,0,0> is the center of mass.
Update DLLs and SOs for the UpdateChildTransform so positions of
individual prim in a linkset can be implemented.
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functions. If values set from console, the functions are called. Looking
for why the collision pools fill up with unnecessary stuff.
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every so many frames. Default to off.
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Copied BulletSNPlugin.BulletSimAPI to a new
BulletSPlugin.BSAPIXNA.cs and then modifyed the latter to
comply with the BSAPITemplate definition. Not totally debugged
but the code is all there for an INI variable to select either
unmanaged C++ Bullet or the C# version of Bullet.
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to have pointers and managed to have objects.
Initial paste of XNA code. Commented out.
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Update BulletSim DLLs and SOs with simplier step function interface.
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unmanaged (C++) and managed (C#).
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Move Cardinals to it's own file.
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