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path: root/OpenSim/Region/PhysicsModules/BulletS/BSPrim.cs (follow)
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* BulletSim: first version of raycast. Only single contact point and noRobert Adams2017-09-031-2/+0
| | | | filtering.
* BulletSim: add clock and change logic for taint processing a littleRobert Adams2017-08-281-1/+1
| | | | | so taints check if they are not in simulation time and execute immediately if not.
* Massive tab and trailing space cleanupMelanie Thielker2017-01-051-4/+4
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* BulletSim: update avatar velocity setting to the new TargetVelocity pattern.Robert Adams2016-11-131-11/+0
| | | | | | | 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: fix problem with avatar velocity going to zero when flying acrossRobert Adams2016-09-301-43/+10
| | | | | | region boundries. Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and have both BSPrim and BSCharacter share the code.
* BulletSim: change method signatures for internal AddForce methods to removeRobert Adams2016-01-181-6/+10
| | | | | | 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.
* remove the use of Vector3 for axis locks on the rest of enginesUbitUmarov2015-10-211-5/+5
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* Implement an overridable implementation of PhysicsActor.SetVehicle()Robert Adams2015-10-021-0/+53
| | | | | | | that works for all physics engines. BulletSim: implement an optimized version of SetVehicle() that still uses the vehicle code to do bounds checking but does it in one taint operation.
* add get method on physics actors PIDHoverActiveUbitUmarov2015-09-301-0/+4
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* demote ConvexDecompositionDotNet to a simple dll, i had made it a region moduleUbitUmarov2015-09-091-1/+1
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* a mess with Modules and ModuleUbitUmarov2015-09-081-1/+1
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* fix some compileUbitUmarov2015-09-081-1/+1
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* Moved ExtendedPhysics from OptionalModules to Bullet project, because it's ↵Diva Canto2015-09-011-1/+0
| | | | very much an optional Bullet feature. This way, Bullet doesn't need to depend on the OptionalModules dll. No changes in configs or behavior.
* More namespace and dll name changes. Still no functional changes.Diva Canto2015-08-301-1/+1
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* Renamed the namespaces tooDiva Canto2015-08-301-3/+3
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* Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto2015-08-301-0/+1896