| Commit message (Collapse) | Author | Files | Lines |
|
|
|
adjust the walking speed passed from the simulator. Default is 1.0f so
there should be no change for regions who do not change the factor.
The adjustment for walking speed and AlwaysRun speed should be in the
simulator and not the physics engines (who all assume TargetVelocity.set
is only used for avatar walking/running) but that would require tweaking
all the phyiscs engines.
|
|
filtering.
|
|
so taints check if they are not in simulation time and execute
immediately if not.
|
|
|
|
Now PhysicsActor.Velocity.set and PhysicsActor.SetMomentum do the same thing
of setting the instantanious avatar velocity. PhysicsActor.TargetVelocity
sets a velocity target and the movement motor is used to accelerate the'
avatar to that velocity.
|
|
SetMomentum method.
|
|
region boundries.
Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and
have both BSPrim and BSCharacter share the code.
|
|
This disables all the avatar size fudge numbers previously used by BulletSim.
If you have your region tuned to the old way, set
"[BulletSim]AvatarUseBefore09SizeComputation=true" in your INI files.
|
|
usually stop the collider so velocity is often small.
Also remove some chatty debug messages.
|
|
small pushing of avatars (Mantis 7779).
|
|
confusion about push forces. The latter is an external, physics engine interface
feature (the force parameter has a different unit if pushing vs adding force)
and that distinction is not used internally.
|
|
which called BSCharacter.AddForce, can now move a character.
|
|
few seconds after a movement comand. RAdams plz take a look
|
|
|
|
|
|
|
|
|
|
Remove these changes until the region crossing problems can be figured out.
This reverts commit 062ec0efbda0e4ca6df5541039569e023d0d0e79.
|
|
until it is fully configured. Another addition to fixing the
collisions stopping problem.
|
|
of race conditions and, especially, race conditions when an object is
removed and quickly re-added to a scene.
This hopefully reduces the occurance of problems when avatars TP within
a region -- the main problem being the loss of collisions.
|
|
Mostly code left over from things that are not done that way anymore.
|
|
BSPrim.Incomplete flag based on rebuild flags to say when an object is being rebuilt.
|
|
calling ZeroMotion in SetPhysicalProperties() at all
SetPhysicalProperties is only called when adding a new character so it looks like there is no existing data to reset anyway.
|
|
convert the m_log.DebugFormat() call back to the original DetailLog call
|
|
when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter. Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
|
|
avatars collide. This is true by default.
This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene.
So there is no provision yet for giving avatars different collision types.
This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim
This is equivalent to the av_av_collisions_off option in ODE.
|
|
unnecessary object update if the prim was not moving to target.
This involves making PhysicsActor.PIDActive get as well as set.
On physics components that don't implement this (all characters and some phys engines) we return false.
|
|
RawVelocity update threshold for now in BSCharacter.UpdateProperties().
For some reason as yet unidentified (feedback?) a threshold above 0.4 here causes the RawVelocity to move between a lower and upper bound rather than remaining constant.
The RawVelocity increased until it triggered the threshold update, at which point it started to decrease until it again triggered the threshhold update.
This delta-v was enough to exceed the checks in ScenePresence.SendTerseUpdateToAllClients() and produce jittery avatar flight because of the fluctuating velocity.
With a threshold of 0.4 (or 0, as with ODE), the RawVelocity remains constant in BulletSim and so avatar flight becomes mostly smooth - remaining occasional glitches appear to be a result of errors in distance extraploation.
There are no obvious problems with commenting out the threshold.
Misterblue, if this is wrong or I've missed some subtlety here, please feel free to revert and/or correct.
The same considerations may or may not apply to object velocity updates.
|
|
a capsule. Set the default to be the rectangle shape and adjust the
parameters in OpenSimDefaults.ini for the new shape.
The rectangle shape will perform better and avatar height can be
computed more accurately.
|
|
upward target motion for avatar when running.
Signed-off-by: Michael Cerquoni <nebadon2025@gmail.com>
|
|
LocalID of object which created the taint.
|
|
SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
|
|
don't happen until the object is completely initialized.
This fixes the problem of doing a teleport while the simulator is running.
The destruction of the physical object while the engine is running means
that the physics parameter update would overwrite the new position of the
newly created avatar.
|
|
taint time. Attempt to fix a problem of teleporting within the same
region where the remove and addition of the physical avatar occasionally
ends up with a non-moving avatar.
|
|
is not with a volume detect object.
This fixes a problem of avatars trying to step over a volume detect object
that they collide with. This appeared as the avatar popping up as it started
to step up but then continuing on since the object wasn't physically interacting.
|
|
This fixes the problem of avatars bouncing when logged in.
Added a little height to the avatar height fudges to eliminate a problem
of feet being in the ground a bit.
|
|
the simulator expects it (scaled to 100kg/m^3).
|
|
move around when standing on a stationary object.
Create proper linkage between BSCharacter and its actor by generating
a UpdatedProperties event the same way BSPrim does.
|
|
inconsistant use of Raw* and _* conventions.
|
|
There is still some overshoot but mostly fixes Mantis 6693.
Fix bug where moveToTarget was active for non-physical objects
and while selected.
Fix bug where move target was not getting changed if the script
changed the target during a move.
|
|
in certain directions. The problem was really that the avatar capsule
orientation was being set incorrectly.
|
|
you are running.
Signed-off-by: Robert Adams <Robert.Adams@intel.com>
|
|
avatar standing on ground view better and enables tuning.
|
|
changes.
|
|
'm_physicsScene' to match coding conventions and reduce confusion.
|
|
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.
|
|
Fix a few enabling problems.
|
|
physical object and into actors for setForce, setTorque, hover, lock
axis and avatar move.
|
|
object. This will stop avatars from sliding down steep terrains
or objects while still allowing an avatar to be moved if standing
on a moving object.
|