Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Remove some more cut-and-paste typos in 6dof constraint setup in XNA | Robert Adams | 2019-02-05 | 1 | -3/+3 |
| | | | | | | version of BulletSim. Could only effect operation of flexible linksets when using the C# version of the Bullet physics engine. Found by Tampa and AliciaRaven and reported in Mantis 7612. | ||||
* | Remove cut-and-paste typo in 6dof contstrain setup in XNA version of | Robert Adams | 2019-02-05 | 1 | -1/+1 |
| | | | | | | BulletSim. Could only effect operation of flexible linksets when using the C# version of the Bullet physics engine. Found by Tampa and reported in Mantis 7612. | ||||
* | now break several things at same time... sog/sop updates, threads options,... | UbitUmarov | 2018-12-28 | 1 | -10/+2 |
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* | avoid a null ref on Bullet | UbitUmarov | 2018-11-15 | 1 | -1/+2 |
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* | reduce some threads priority | UbitUmarov | 2018-10-28 | 1 | -1/+0 |
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* | oops some code got in ahead of time | UbitUmarov | 2018-10-21 | 1 | -2/+6 |
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* | mantis 8387: (try) avoid potencial out of order phys operations | UbitUmarov | 2018-10-21 | 1 | -7/+6 |
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* | mantis 8384: try to fix bullet heimap managed memory sharing with unmanaged lib | UbitUmarov | 2018-10-03 | 2 | -1/+10 |
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* | shut up some pesty warnings | UbitUmarov | 2018-01-15 | 2 | -1/+2 |
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* | BulletSim: Add parameter "[BulletSim]AvatarWalkVelocityFactor=1.0" to | Robert Adams | 2017-10-13 | 2 | -4/+13 |
| | | | | | | | | | | 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: add raycast filtering | Robert Adams | 2017-09-05 | 1 | -3/+35 |
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* | BulletSim: first version of raycast. Only single contact point and no | Robert Adams | 2017-09-03 | 8 | -128/+137 |
| | | | | filtering. | ||||
* | BulletSim: modify taint processing which use locks. | Robert Adams | 2017-09-02 | 5 | -27/+62 |
|\ | | | | | | | (Merge branch 'bullettaint' into bulletcast) | ||||
| * | BulletSim: add clock and change logic for taint processing a little | Robert Adams | 2017-08-28 | 5 | -27/+62 |
| | | | | | | | | | | so taints check if they are not in simulation time and execute immediately if not. | ||||
* | | BulletSim: most of the plumbing for raycast. Needs new BulletSim.dll to | Robert Adams | 2017-09-02 | 8 | -0/+252 |
|/ | | | | work. | ||||
* | BulletSim: remove chatty debug message. | Robert Adams | 2017-08-14 | 1 | -2/+2 |
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* | BUlletSim: return better terrain height in | Robert Adams | 2017-08-14 | 1 | -4/+20 |
| | | | | | | | | BSTerrainHeightMap.GetTerrainHeightAtXYZ(). Partial fix for Mantis 8011. Problem is that computed terrain height is different than mesh height in the physics engine. For small shapes, they would have their position corrected to above terrain so they would never collide. | ||||
* | Massive tab and trailing space cleanup | Melanie Thielker | 2017-01-05 | 15 | -353/+353 |
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* | BulletSim: update avatar velocity setting to the new TargetVelocity pattern. | Robert Adams | 2016-11-13 | 4 | -51/+47 |
| | | | | | | | 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 | 2 | -2/+12 |
| | | | | SetMomentum method. | ||||
* | BulletSim: fix problem with avatar velocity going to zero when flying across | Robert Adams | 2016-09-30 | 3 | -59/+58 |
| | | | | | | region boundries. Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and have both BSPrim and BSCharacter share the code. | ||||
* | remove some MegaRegions code from physics | UbitUmarov | 2016-09-01 | 1 | -19/+0 |
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* | change bullet relative velocity sign to match ubOde | UbitUmarov | 2016-07-25 | 1 | -1/+1 |
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* | add EngineName also to the others | UbitUmarov | 2016-07-04 | 1 | -0/+6 |
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* | CR safari. Remove gratuitious CRs in some files | Melanie Thielker | 2016-04-07 | 1 | -56/+56 |
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* | BulletSim: use the new 'setAvatarSize' physics call introduced in 0.9. | Robert Adams | 2016-03-06 | 3 | -91/+129 |
| | | | | | | 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: Send out avatar position update if velocity is now zero | Robert Adams | 2016-03-06 | 1 | -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. | ||||
* | Pushed AssemblyVersion up to VersionInfo, so that we don't need to do global ↵ | Diva Canto | 2016-02-21 | 1 | -1/+1 |
| | | | | replace anymore. | ||||
* | BulletSim: increase default value of AvatarStopZeroThreshold as this reduces | Robert Adams | 2016-01-20 | 1 | -1/+1 |
| | | | | | the occurance of stopped avatar drifting in the viewer. Not sure why but this is a short term fix while investigation continues. | ||||
* | BulletSim: make collision sounds work most of the time. Seems that collisions | Robert Adams | 2016-01-19 | 3 | -5/+9 |
| | | | | | 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: fix problem of not zeroing motion when stationary (drift problem from | Robert Adams | 2016-01-18 | 1 | -66/+40 |
| | | | | | Mantis 7813). Redo Z computations for movement. Clean up code to simplify tests. Add function to suppress stationary tests unless velocity drops. | ||||
* | BulletSim: change method signatures for internal AddForce methods to remove | Robert Adams | 2016-01-18 | 6 | -17/+21 |
| | | | | | | 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: revert avatar stationary testing for having slight velocity. | Robert Adams | 2016-01-18 | 1 | -5/+14 |
| | | | | | This fix causes drift (Mantis 7813). This revision will rebreak pushing (Mantis 7779) but drifting is bad and pushing will be fixed in future commits. | ||||
* | BulletSim: fix Mantis 7798: land collisions not working. | Robert Adams | 2016-01-10 | 1 | -2/+6 |
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* | BulletSim: tweaking so avatar can be pushed. In particular, llPushObject, | Robert Adams | 2016-01-10 | 5 | -18/+57 |
| | | | | 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 | ||||
* | BulletSim: fix collision sound calculation. Modify some routines to make | Robert Adams | 2015-11-30 | 4 | -20/+27 |
| | | | | | | collider and collidee clearer. Also fix (when did it break?) avatars not moving if standing on a moving object. Now friction will move avatars if standing on a disc or the top of a train. | ||||
* | let Bullet do collision sounds (RAdams plz fix the relative speed) | UbitUmarov | 2015-11-29 | 1 | -1/+8 |
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* | remove the use of Vector3 for axis locks on the rest of engines | UbitUmarov | 2015-10-21 | 2 | -6/+6 |
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* | On to 0.8.3! | Diva Canto | 2015-10-18 | 1 | -1/+1 |
| | | | | | Conflicts: OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs | ||||
* | Implement an overridable implementation of PhysicsActor.SetVehicle() | Robert Adams | 2015-10-02 | 1 | -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 PIDHoverActive | UbitUmarov | 2015-09-30 | 2 | -1/+5 |
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* | recover bulletS fps math change lost in merge | UbitUmarov | 2015-09-17 | 1 | -2/+3 |
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* | demote ConvexDecompositionDotNet to a simple dll, i had made it a region module | UbitUmarov | 2015-09-09 | 2 | -2/+2 |
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* | a mess with Modules and Module | UbitUmarov | 2015-09-08 | 4 | -6/+5 |
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* | fix some compile | UbitUmarov | 2015-09-08 | 3 | -3/+3 |
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* | Merge of ubitworkvarnew with opensim/master as of 20150905. | Robert Adams | 2015-09-08 | 1 | -2/+4 |
| | | | | | | | | This integrates the OpenSim refactoring to make physics, etc into modules. AVN physics hasn't been moved to new location. Does not compile yet. Merge branch 'osmaster' into mbworknew1 | ||||
* | Fixes a problem with Bullet physics when it is configured to run on a ↵ | Diva Canto | 2015-09-04 | 1 | -0/+2 |
| | | | | separate thread. | ||||
* | Moved ExtendedPhysics from OptionalModules to Bullet project, because it's ↵ | Diva Canto | 2015-09-01 | 4 | -4/+622 |
| | | | | very much an optional Bullet feature. This way, Bullet doesn't need to depend on the OptionalModules dll. No changes in configs or behavior. |