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2019-05-01osLocalTeleportAgent: no region crossings :( ; check avatar access to target ↵UbitUmarov1-0/+1
position; flag 8 == force fly; 16 force nofly (both == fly)
2019-05-01add osLocalTeleportAgent(key agent, vector position, vector velocity, vector ↵UbitUmarov1-2/+2
lookat, LSL_Integer flags). Velocity only works with ubOde but still not good. flags = bit field: 1 use velocity, 2 use lookat, 4 rotate avatar look in current velocity direction (ignored if 2 ie flag = 7 is same as 3). This bypasses most the unnecessary logic of osTeleportAgent, having usage same permissions. It may do region crossings(?). Experimental stage, feedbakc expected ;)
2019-04-05duhhh npcs don't have child agents; plus minor typosUbitUmarov1-1/+1
2019-04-02minor cleanup on mesh decompress codeUbitUmarov2-23/+10
2019-03-06BulletSim: Add delay to stationary check after adding force to Avatar.Robert Adams3-10/+19
Fix to Mantis 8496. Add parameter [BulletSim] AvatarAddForceFrames.
2019-02-05Remove some more cut-and-paste typos in 6dof constraint setup in XNARobert Adams1-3/+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.
2019-02-05Remove cut-and-paste typo in 6dof contstrain setup in XNA version ofRobert Adams1-1/+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.
2019-01-31ubode add position to pid control it stopped flying to prevent slow driftsUbitUmarov1-26/+30
2019-01-31cosmeticsUbitUmarov5-108/+96
2019-01-29ubode replace a locklessqueue by .net concurrentqueueUbitUmarov2-116/+80
2019-01-28forgotten locks on ubodeUbitUmarov1-34/+37
2019-01-21well.. put the ode locks back, for nowUbitUmarov2-29/+39
2019-01-21this looks more like ubodeUbitUmarov1-8/+3
2019-01-21ubode try remove a legacy lock, that is nastyUbitUmarov2-4/+6
2019-01-05minor cosmeticsUbitUmarov2-118/+103
2018-12-28now break several things at same time... sog/sop updates, threads options,...UbitUmarov5-50/+2
2018-12-11mantis 8420: ubOde awake up lazy bodyUbitUmarov2-57/+73
2018-12-06fix compile putting back useless things until they are fully removedUbitUmarov1-5/+3
2018-12-06ubOde: slow down collision events to attachmentsUbitUmarov2-25/+52
2018-12-01potencial mem leakUbitUmarov1-0/+1
2018-11-15avoid a null ref on BulletUbitUmarov1-1/+2
2018-11-12pesty warningUbitUmarov1-0/+1
2018-11-12ubOde: remove support for old native ODE lib; make inplace terrain changes, ↵UbitUmarov3-311/+127
if possible
2018-10-28reduce some threads priorityUbitUmarov1-1/+0
2018-10-21oops some code got in ahead of timeUbitUmarov1-2/+6
2018-10-21mantis 8387: (try) avoid potencial out of order phys operationsUbitUmarov1-7/+6
2018-10-06more use of simpler xml encoder on inventory fetch, plus other cosmeticsUbitUmarov1-1/+0
2018-10-03mantis 8384: try to fix bullet heimap managed memory sharing with unmanaged libUbitUmarov2-1/+10
2018-07-29and some more guard try{}catch{} on ub mesh processingUbitUmarov1-8/+31
2018-06-27ubOde change terrain min height to -100m. Maybe this way a viewer dev mays ↵UbitUmarov1-4/+4
fix rendering below 0m, like making them think z = 1m for that purpose, for example
2018-05-04fix ubOde terrain copy at north and east borders0.9.0.1UbitUmarov1-2/+2
2018-01-22retire our BlockingQueue replaced by BlockingCollection and cross fingersUbitUmarov1-5/+7
2018-01-20some cleanupUbitUmarov1-0/+1
2018-01-17pesty warningsUbitUmarov1-3/+1
2018-01-15recover a lost null checkUbitUmarov1-1/+2
2018-01-15shut up some pesty warningsUbitUmarov4-6/+6
2018-01-14make old Ode PInvoke follow ms coding rulesUbitUmarov7-1026/+1023
2018-01-14make ubOde PInvoke follow ms coding rulesUbitUmarov9-1556/+1673
2017-12-14 add a missing return on a mesh decode error in ubOdemeshmerizerUbitUmarov1-1/+2
2017-10-13BulletSim: Add parameter "[BulletSim]AvatarWalkVelocityFactor=1.0" toRobert Adams2-4/+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.
2017-09-08ubOde: comment out some debug statsUbitUmarov1-13/+14
2017-09-08ubOde: hashSpaces aren't that niceUbitUmarov3-188/+107
2017-09-05BulletSim: add raycast filteringRobert Adams1-3/+35
2017-09-03BulletSim: first version of raycast. Only single contact point and noRobert Adams8-128/+137
filtering.
2017-09-02BulletSim: most of the plumbing for raycast. Needs new BulletSim.dll toRobert Adams8-0/+252
work.
2017-08-28BulletSim: add clock and change logic for taint processing a littleRobert Adams5-27/+62
so taints check if they are not in simulation time and execute immediately if not.
2017-08-21ubOde move static/dynamic friction to unmanaged code. Note this now ↵UbitUmarov1-13/+14
requeries ode version OS0.13.3 currently at opensim-libs repo trunk/unmanaged/ODE-OpenSim-Test
2017-08-14BulletSim: remove chatty debug message.Robert Adams1-2/+2
2017-08-14BUlletSim: return better terrain height inRobert Adams1-4/+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.
2017-08-02Oops fix also default UseMeshiesPhysicsMesh also on ubOdeUbitUmarov1-1/+1