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* Remove useless executable bit that Windows adds.onefang2020-09-0938-0/+0
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* BulletSim: Add delay to stationary check after adding force to Avatar.Robert Adams2019-03-063-10/+19
| | | | | Fix to Mantis 8496. Add parameter [BulletSim] AvatarAddForceFrames.
* Remove some more cut-and-paste typos in 6dof constraint setup in XNARobert Adams2019-02-051-3/+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 ofRobert Adams2019-02-051-1/+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,...UbitUmarov2018-12-281-10/+2
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* avoid a null ref on BulletUbitUmarov2018-11-151-1/+2
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* reduce some threads priorityUbitUmarov2018-10-281-1/+0
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* oops some code got in ahead of timeUbitUmarov2018-10-211-2/+6
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* mantis 8387: (try) avoid potencial out of order phys operationsUbitUmarov2018-10-211-7/+6
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* mantis 8384: try to fix bullet heimap managed memory sharing with unmanaged libUbitUmarov2018-10-032-1/+10
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* shut up some pesty warningsUbitUmarov2018-01-152-1/+2
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* BulletSim: Add parameter "[BulletSim]AvatarWalkVelocityFactor=1.0" toRobert Adams2017-10-132-4/+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 filteringRobert Adams2017-09-051-3/+35
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* BulletSim: first version of raycast. Only single contact point and noRobert Adams2017-09-038-128/+137
| | | | filtering.
* BulletSim: modify taint processing which use locks.Robert Adams2017-09-025-27/+62
|\ | | | | | | (Merge branch 'bullettaint' into bulletcast)
| * BulletSim: add clock and change logic for taint processing a littleRobert Adams2017-08-285-27/+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 toRobert Adams2017-09-028-0/+252
|/ | | | work.
* BulletSim: remove chatty debug message.Robert Adams2017-08-141-2/+2
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* BUlletSim: return better terrain height inRobert Adams2017-08-141-4/+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 cleanupMelanie Thielker2017-01-0515-353/+353
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* BulletSim: update avatar velocity setting to the new TargetVelocity pattern.Robert Adams2016-11-134-51/+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 theRobert Adams2016-10-032-2/+12
| | | | SetMomentum method.
* BulletSim: fix problem with avatar velocity going to zero when flying acrossRobert Adams2016-09-303-59/+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 physicsUbitUmarov2016-09-011-19/+0
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* change bullet relative velocity sign to match ubOdeUbitUmarov2016-07-251-1/+1
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* add EngineName also to the othersUbitUmarov2016-07-041-0/+6
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* CR safari. Remove gratuitious CRs in some filesMelanie Thielker2016-04-071-56/+56
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* BulletSim: use the new 'setAvatarSize' physics call introduced in 0.9.Robert Adams2016-03-063-91/+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 zeroRobert Adams2016-03-061-1/+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 Canto2016-02-211-1/+1
| | | | replace anymore.
* BulletSim: increase default value of AvatarStopZeroThreshold as this reducesRobert Adams2016-01-201-1/+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 collisionsRobert Adams2016-01-193-5/+9
| | | | | usually stop the collider so velocity is often small. Also remove some chatty debug messages.
* BulletSim: add stationary suppression on AddForce application. This enablesRobert Adams2016-01-181-0/+4
| | | | small pushing of avatars (Mantis 7779).
* BulletSim: fix problem of not zeroing motion when stationary (drift problem fromRobert Adams2016-01-181-66/+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 removeRobert Adams2016-01-186-17/+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 Adams2016-01-181-5/+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 Adams2016-01-101-2/+6
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* BulletSim: tweaking so avatar can be pushed. In particular, llPushObject,Robert Adams2016-01-105-18/+57
| | | | 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
* BulletSim: fix collision sound calculation. Modify some routines to makeRobert Adams2015-11-304-20/+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)UbitUmarov2015-11-291-1/+8
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* remove the use of Vector3 for axis locks on the rest of enginesUbitUmarov2015-10-212-6/+6
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* On to 0.8.3!Diva Canto2015-10-181-1/+1
| | | | | Conflicts: OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs
* 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 PIDHoverActiveUbitUmarov2015-09-302-1/+5
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* recover bulletS fps math change lost in mergeUbitUmarov2015-09-171-2/+3
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* demote ConvexDecompositionDotNet to a simple dll, i had made it a region moduleUbitUmarov2015-09-092-2/+2
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* a mess with Modules and ModuleUbitUmarov2015-09-084-6/+5
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* fix some compileUbitUmarov2015-09-083-3/+3
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* Merge of ubitworkvarnew with opensim/master as of 20150905.Robert Adams2015-09-081-2/+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