Commit message (Collapse) | Author | Age | Files | Lines | |
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* | shut up some pesty warnings | UbitUmarov | 2018-01-15 | 1 | -0/+1 |
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* | BulletSim: Add parameter "[BulletSim]AvatarWalkVelocityFactor=1.0" to | Robert Adams | 2017-10-13 | 1 | -4/+10 |
| | | | | | | | | | | 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. | ||||
* | BulletSim: first version of raycast. Only single contact point and no | Robert Adams | 2017-09-03 | 1 | -3/+0 |
| | | | | filtering. | ||||
* | BulletSim: add clock and change logic for taint processing a little | Robert Adams | 2017-08-28 | 1 | -3/+3 |
| | | | | | so taints check if they are not in simulation time and execute immediately if not. | ||||
* | Massive tab and trailing space cleanup | Melanie Thielker | 2017-01-05 | 1 | -5/+5 |
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* | BulletSim: update avatar velocity setting to the new TargetVelocity pattern. | Robert Adams | 2016-11-13 | 1 | -26/+19 |
| | | | | | | | 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. | ||||
* | BulletSim: zero velocity target when setting velocity through the | Robert Adams | 2016-10-03 | 1 | -1/+11 |
| | | | | SetMomentum method. | ||||
* | BulletSim: fix problem with avatar velocity going to zero when flying across | Robert Adams | 2016-09-30 | 1 | -15/+4 |
| | | | | | | region boundries. Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and have both BSPrim and BSCharacter share the code. | ||||
* | BulletSim: use the new 'setAvatarSize' physics call introduced in 0.9. | Robert Adams | 2016-03-06 | 1 | -89/+124 |
| | | | | | | 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. | ||||
* | BulletSim: make collision sounds work most of the time. Seems that collisions | Robert Adams | 2016-01-19 | 1 | -0/+1 |
| | | | | | usually stop the collider so velocity is often small. Also remove some chatty debug messages. | ||||
* | BulletSim: add stationary suppression on AddForce application. This enables | Robert Adams | 2016-01-18 | 1 | -0/+4 |
| | | | | small pushing of avatars (Mantis 7779). | ||||
* | BulletSim: change method signatures for internal AddForce methods to remove | Robert Adams | 2016-01-18 | 1 | -4/+4 |
| | | | | | | 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. | ||||
* | BulletSim: tweaking so avatar can be pushed. In particular, llPushObject, | Robert Adams | 2016-01-10 | 1 | -6/+12 |
| | | | | which called BSCharacter.AddForce, can now move a character. | ||||
* | improve a bit llpushobject on avatars using bullet, but force is ignored a ↵ | UbitUmarov | 2015-12-12 | 1 | -0/+8 |
| | | | | few seconds after a movement comand. RAdams plz take a look | ||||
* | remove the use of Vector3 for axis locks on the rest of engines | UbitUmarov | 2015-10-21 | 1 | -1/+1 |
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* | More namespace and dll name changes. Still no functional changes. | Diva Canto | 2015-08-30 | 1 | -1/+1 |
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* | Renamed the namespaces too | Diva Canto | 2015-08-30 | 1 | -2/+2 |
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* | Major renaming of Physics dlls / folders. No functional changes, just renames. | Diva Canto | 2015-08-30 | 1 | -0/+813 |