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path: root/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs (unfollow)
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2020-09-09Remove useless executable bit that Windows adds.onefang1-0/+0
2019-05-19Remove useless executable bit that Windows adds.onefang1-0/+0
2019-05-19Dump OpenSim 0.9.0.1 into it's own branch.onefang1-108/+130
2019-03-06BulletSim: Add delay to stationary check after adding force to Avatar.Robert Adams1-0/+3
Fix to Mantis 8496. Add parameter [BulletSim] AvatarAddForceFrames.
2017-10-13BulletSim: Add parameter "[BulletSim]AvatarWalkVelocityFactor=1.0" toRobert Adams1-0/+3
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.
2017-09-03BulletSim: first version of raycast. Only single contact point and noRobert Adams1-3/+3
filtering.
2017-09-02BulletSim: most of the plumbing for raycast. Needs new BulletSim.dll toRobert Adams1-0/+5
work.
2017-01-05Massive tab and trailing space cleanupMelanie Thielker1-105/+105
2016-11-07Fix file execute permissions, coz Windows.David Walter Seikel1-0/+0
2016-11-03Initial update to OpenSim 0.8.2.1 source code.David Walter Seikel1-0/+927
2016-03-06BulletSim: use the new 'setAvatarSize' physics call introduced in 0.9.Robert Adams1-0/+3
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.
2016-03-06BulletSim: Send out avatar position update if velocity is now zeroRobert Adams1-1/+1
and it wasn't zero last tick. This will prevent some avatar creeping. Adjust BulletSim default avatar velocity zeroing so the avatar stops sooner.
2016-01-20BulletSim: increase default value of AvatarStopZeroThreshold as this reducesRobert Adams1-1/+1
the occurance of stopped avatar drifting in the viewer. Not sure why but this is a short term fix while investigation continues.
2016-01-10BulletSim: tweaking so avatar can be pushed. In particular, llPushObject,Robert Adams1-2/+13
which called BSCharacter.AddForce, can now move a character.
2015-08-30More namespace and dll name changes. Still no functional changes.Diva Canto1-1/+1
2015-08-30Renamed the namespaces tooDiva Canto1-2/+2
2015-08-30Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto1-0/+0
2015-01-25BulletSim: add parameters and parameter definitions for VHACDRobert Adams1-0/+44
addition coming.
2015-01-07BulletSim: tweek step parameters and logic to make walking up stepsRobert Adams1-4/+10
closer to SL. This change should address small floor edges acting like walls, approaching a step at any angle (other than walking backwards) will allow walking up, and reducing the avatar pop-up when going up stairs.
2014-11-25Add [BulletSim] option AvatarToAvatarCollisionsByDefault to control whether ↵Justin Clark-Casey (justincc)1-0/+3
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.
2014-07-29Allow the "debug scene set physics false|true" command to work when ↵Justin Clark-Casey (justincc)1-0/+10
bulletsim physics is running in a separate thread. This will also allow the "disable physics" setting in the region debug viewer dialog to work in this circumstance.
2014-06-27Bulletsim: Create AvatarTerminalVelocity to BulletSim like what ODE and SL ↵Vegaslon1-0/+3
has. Before this falling from really high caused the avatar to fall faster then the veiwer can handle and cause camera issues.
2014-06-18BulletSim: more tweeks to AliciaRaven's flying mods. Added parametersRobert Adams1-0/+6
AvatarFlyingGroundMargin and AvatarFlyingGroundUpForce set to 5.0 and 2.0 respectively which seems to give about the same action as in SL. Also moved force addition to before the velocity to force computation so the upward velocity is properly applied to the avatar mass.
2014-05-17BulletSim: adjust avatar step up parameters to better walk up smallRobert Adams1-2/+2
staircases. This change is required because of the change in the avatar default shape from the capsule to the rectangle.
2014-04-28BUlletSim: move safeynet ground plane to lower altitude. Define new BulletSimRobert Adams1-0/+3
parameter 'TerrainGroundPlane' which defaults to -500. BulletSim had assumed altitudes never went negative but that is not true. The ground plane is just a safety net so things wouldn't fall to infinity.
2014-04-12BulletSim: reduce the terrain collison margin to be the same as otherRobert Adams1-1/+1
objects in the world. This was originally changed in an attempt to make vehicles work better but the effect was not that large and it causes avatars to float above the terrain.
2014-04-10BulletSim: small tweek to avatar height reduce feet embedded into prims.Robert Adams1-1/+1
This adjustment makes a default, shoeless avatar stand properly on a prim for the various heights (0% to 100% in the appearance adjustment).
2014-04-02BulletSim: make avatar physical shape to be a rectangle rather thanRobert Adams1-3/+6
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.
2014-02-11BulletSim: the minimum vehicle velocity was set too low so moving slowRobert Adams1-0/+6
was getting zeroed too easily. Added VehicleMinVelocity parameter.
2014-01-29BulletSim: default physical terrain implementation to heightmap.Robert Adams1-1/+1
It originally looked like mesh terrain would perform better for vehicles but, after much use, heightmap is the clear winner. Force terrain implementation to heightmap if the physics region is larger than legacy region size. This solves running out of memory for very large regions.
2013-10-23BulletSim: change collision flags for groundplane to not interact with ↵Robert Adams1-0/+5
static objects. Reorder collision flag setting code for terrain to fit pattern used elsewhere.
2013-09-20BulletSim: reduce avatar walking stopped threshold.Robert Adams1-0/+3
Add parameter for setting the walking stopped threshold. This fixes the slight jump when an avatar stops walking.
2013-09-11BulletSim: add ID parameter to TaintedObject calls so logging will include ↵Robert Adams1-1/+1
LocalID of object which created the taint.
2013-09-11BulletSim: adjust avatar capsule height calculation to be closer to defined ↵Robert Adams1-2/+2
SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
2013-09-11BulletSim: update C++ HACD parameters to values that handle enclosed hollow ↵Robert Adams1-8/+8
spaces better. This shouldn't affect many since this HACD routine is off by default.
2013-08-08BulletSim: adjust avatar position when the avatar's size is changed.Robert Adams1-2/+2
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.
2013-07-30BulletSim: make density display and return value consistant with howRobert Adams1-6/+7
the simulator expects it (scaled to 100kg/m^3).
2013-07-23BulletSim: Turn on center-of-mass calculation by default.Robert Adams1-3/+5
Reduce object density by factor of 100 to bring physical mass computations into a range better suited for Bullet.
2013-07-09BulletSim: add parameter to optionally disable vehicle linear deflection.Robert Adams1-1/+7
Add parameter to not apply vehicle linear deflection Z forces if vehicle is not colliding. This defaults to 'true' so vehicles will fall even if there is some linear deflection to apply.
2013-07-08BulletSim: make all the different angularVerticalAttraction algorithmsRobert Adams1-3/+12
selectable from configuration paramters. Changed default algorithm to "1" from previous default as it seems to handle Y axis correction a little better. Add config file independent enablement of vehicle angular forces to make debugging easier (independent testing of forces).
2013-07-06BulletSim: comments and non-functional changes working toward the ↵Robert Adams1-0/+3
center-of-gravity implementation.
2013-06-30BulletSim: add inTaintTime parameter to collision cache clear function.Robert Adams1-3/+3
2013-06-20BulletSim: rework velocity updating when not colliding and not flyingRobert Adams1-0/+3
to prevent infinite jumps. Now jumps last only AvatarJumpFrames long (default 4) which is about as high as in SL. TODO: jumping should only depend on standing (collision with feet) rather than collision anywhere on the avatar.
2013-06-05BulletSim: default PhysicsTimeStep to same as the simulator'sRobert Adams1-1/+1
heartbeat timestep when running the physics engine on a separate thread. This reduces the occurance of heartbeats that happen when there is no physics step which is seen as vehicle jerkyness.
2013-06-01BulletSim: experimental movement of physics execution off of heartbeatRobert Adams1-0/+8
thread. Off by default until more testing. Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics engine to be called on its own thread and the heartbeat thread only handles the reporting of property updates and collisions. Physics frame rate is about right but physics execution time goes to zero as accounted by the heartbeat loop.
2013-05-27BulletSim: default using mesh asset hulls to 'true'. This means that,Robert Adams1-2/+2
if the mesh asset specifies physics hulls, BulletSim will fetch and use same rather than approximating the hulls. If physics hulls are not specified, the representation will fall back to the regular physics mesh.
2013-05-26BulletSim: enable GImpact shape for prims with cuts. Include DLLs and SOsRobert Adams1-1/+1
which recompute GImpact shape bounding box after creation as Bullet doesn't do that itself (something it does for nearly every other shape). Now, physical prims without cuts become single mesh convex meshes. Physical prims with cuts become GImpact meshes. Meshes become a set of convex hulls approximated from the mesh unless the hulls are specified in the mesh asset data. The use of GImpact shapes should make some mechanical physics more stable.
2013-05-24BulletSim: add VehicleInertiaFactor to allow modifying inertia.Robert Adams1-0/+3
Another parameter for vehicle operation tuning. Default to <1,1,1> which means nothing is different under normal use.
2013-05-22BulletSim: correct errors caused by misspelled INI parameter spec.Robert Adams1-1/+1
Add debugging messages for hull asset use.
2013-05-22BulletSim: add code to experimentally use asset hull data.Robert Adams1-0/+3
Default to 'off' as it needs debugging.