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path: root/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs (follow)
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* shut up some pesty warningsUbitUmarov2018-01-151-0/+1
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* BulletSim: Add parameter "[BulletSim]AvatarWalkVelocityFactor=1.0" toRobert Adams2017-10-131-4/+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 noRobert Adams2017-09-031-3/+0
| | | | filtering.
* BulletSim: add clock and change logic for taint processing a littleRobert Adams2017-08-281-3/+3
| | | | | so taints check if they are not in simulation time and execute immediately if not.
* Massive tab and trailing space cleanupMelanie Thielker2017-01-051-5/+5
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* BulletSim: update avatar velocity setting to the new TargetVelocity pattern.Robert Adams2016-11-131-26/+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 theRobert Adams2016-10-031-1/+11
| | | | SetMomentum method.
* BulletSim: fix problem with avatar velocity going to zero when flying acrossRobert Adams2016-09-301-15/+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 Adams2016-03-061-89/+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 collisionsRobert Adams2016-01-191-0/+1
| | | | | usually stop the collider so velocity is often small. Also remove some chatty debug messages.
* BulletSim: add stationary suppression on AddForce application. This enablesRobert Adams2016-01-181-0/+4
| | | | small pushing of avatars (Mantis 7779).
* BulletSim: change method signatures for internal AddForce methods to removeRobert Adams2016-01-181-4/+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 Adams2016-01-101-6/+12
| | | | which called BSCharacter.AddForce, can now move a character.
* improve a bit llpushobject on avatars using bullet, but force is ignored a ↵UbitUmarov2015-12-121-0/+8
| | | | few seconds after a movement comand. RAdams plz take a look
* remove the use of Vector3 for axis locks on the rest of enginesUbitUmarov2015-10-211-1/+1
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* More namespace and dll name changes. Still no functional changes.Diva Canto2015-08-301-1/+1
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* Renamed the namespaces tooDiva Canto2015-08-301-2/+2
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* Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto2015-08-301-0/+813