Commit message (Collapse) | Author | Age | Files | Lines | |
---|---|---|---|---|---|
* | 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 | 9 | -9/+9 |
| | | | | 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 |
| | |||||
* | 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. | ||||
* | ubMeshmerizer: remove some wrong faces still present in taper cases, some ↵ | UbitUmarov | 2015-12-26 | 3 | -210/+234 |
| | | | | code cleanup | ||||
* | fix cilinder and cone physics mesh | UbitUmarov | 2015-12-26 | 1 | -0/+2 |
| | |||||
* | add prim estimated center of mass correction also for tortured prims meshs. ↵ | UbitUmarov | 2015-12-24 | 1 | -0/+4 |
| | | | | Not fully tested | ||||
* | remove the unused OBB physics parameters export, since they aren't actually ↵ | UbitUmarov | 2015-12-17 | 2 | -53/+0 |
| | | | | usefull outside ubOde | ||||
* | 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 | ||||
* | add some missing GC.RemoveMemoryPressure() | UbitUmarov | 2015-12-09 | 1 | -0/+2 |
| | |||||
* | 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 |
| | |||||
* | let old ODE trigger collision sounds like ubOde | UbitUmarov | 2015-11-28 | 2 | -2/+21 |
| | |||||
* | add a nasty global lock, ode.dll requires on multi regions per instance ( ↵ | UbitUmarov | 2015-11-27 | 1 | -5/+8 |
| | | | | also make sure ninjaJoints are disabled | ||||
* | add thread allocation calls for new ode.dll (old ode) | UbitUmarov | 2015-11-21 | 2 | -16/+25 |
| | |||||
* | some cleanup, allow cast rays to collide with terrain within limited range ↵ | UbitUmarov | 2015-11-21 | 3 | -366/+8 |
| | | | | (old ode) | ||||
* | remove some compile warnings increasing total number by 2 | UbitUmarov | 2015-11-21 | 2 | -2/+2 |
| | |||||
* | stop the Vehicle AFTER fixing position not before, bc stop code also ↵ | UbitUmarov | 2015-11-20 | 1 | -6/+5 |
| | | | | updates position (old ode) | ||||
* | stop a Vehicle on a failed region cross (or empty border) (old ode) | UbitUmarov | 2015-11-20 | 2 | -0/+13 |
| | |||||
* | remove Ode.Net - missing file. ( old ode may be broken now) | UbitUmarov | 2015-11-20 | 1 | -0/+2025 |
| | |||||
* | remove the hard to maintain Ode.Net wrapper only in use by old ode | UbitUmarov | 2015-11-20 | 8 | -290/+33 |
| | |||||
* | ubOde: add threading related calls new ode.dll may need. Hope this doesn't ↵ | UbitUmarov | 2015-11-20 | 2 | -4/+23 |
| | | | | break with current linux ode library | ||||
* | minor: reset character collision flags, even if without a Body | UbitUmarov | 2015-11-12 | 1 | -2/+6 |
| | |||||
* | add some safeguard checks | UbitUmarov | 2015-11-12 | 1 | -3/+4 |
| | |||||
* | rename MinFrameTime as FrameTime, since it is not a minimum but a target ↵ | UbitUmarov | 2015-11-08 | 1 | -1/+1 |
| | | | | value; retune its value a bit so reported FPS is closer to integer value; change ode step size acording to reduce jitter in phys FPS; Make Statistics Scaling factor (fludge factor) configurable. (legacy default of 5.0 in code) | ||||
* | change maximum angular velocity to a value derived from heartbeat rate and ↵ | UbitUmarov | 2015-11-08 | 2 | -7/+11 |
| | | | | Nyquist. | ||||
* | fix wrong condition to set low angular velocity as Zero. | UbitUmarov | 2015-11-08 | 1 | -4/+4 |
| | |||||
* | add a console/log warning about large physics meshs on ubOde that can have ↵ | UbitUmarov | 2015-11-05 | 1 | -0/+6 |
| | | | | negative impact on region load | ||||
* | Merge branch 'master' into avinationmerge | UbitUmarov | 2015-11-01 | 2 | -1/+2 |
|\ | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | | Conflicts: OpenSim/Framework/AvatarAppearance.cs OpenSim/Framework/Servers/ServerBase.cs OpenSim/Framework/VersionInfo.cs OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs OpenSim/Region/PhysicsModules/Ode/OdeScene.cs OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs OpenSim/Services/HypergridService/GatekeeperService.cs OpenSim/Services/Interfaces/IAvatarService.cs OpenSim/Services/LLLoginService/LLLoginService.cs | ||||
| * | On to 0.8.3! | Diva Canto | 2015-10-18 | 3 | -3/+3 |
| | | |||||
| * | fix GetTerrainHeightAtXY also on master. Fix wrong active angularlock ↵ | UbitUmarov | 2015-10-17 | 2 | -281/+9 |
| | | | | | | | | detection (it was only burning cpu), stop trying to add a amotor to each child part and fix a typo. | ||||
| * | Typos in comments | Diva Canto | 2015-09-06 | 2 | -2/+2 |
| | | |||||
* | | let ode also finish internal representation of prim actors, before simulation | UbitUmarov | 2015-10-22 | 1 | -0/+40 |
| | | |||||
* | | Make physics engines finish internal representation of loaded prims before ↵ | UbitUmarov | 2015-10-22 | 2 | -4/+5 |
| | | | | | | | | starting simulation so it does start for all at same time. Currently only in use by ubOde | ||||
* | | rename terrain for opensim and respective configuration flag that a future ↵ | UbitUmarov | 2015-10-22 | 3 | -34/+37 |
| | | | | | | | | costumized ODE library may have | ||||
* | | update ubOde hashspaces levels | UbitUmarov | 2015-10-21 | 1 | -3/+3 |
| | | |||||
* | | we do not have prims with size 2^128, missing file | UbitUmarov | 2015-10-21 | 1 | -11/+6 |
| | | |||||
* | | fix or remove some wrong ODE configuration settings | UbitUmarov | 2015-10-21 | 1 | -34/+7 |
| | | |||||
* | | remove the use of Vector3 for axis locks on the rest of engines | UbitUmarov | 2015-10-21 | 7 | -26/+13 |
| | | |||||
* | | the inertia matrix inversions and body inertia changes to implement axis ↵ | UbitUmarov | 2015-10-21 | 1 | -288/+59 |
| | | | | | | | | locks need to be avoid, so use ubOde axis locks code. Hopefully this will not cause incompatibilities | ||||
* | | stop using a vector3 to store axis locks 3bit flags also in ode | UbitUmarov | 2015-10-20 | 2 | -56/+47 |
| | | |||||
* | | stop using a vector3 to store axis locks 3bit flags in ubOde | UbitUmarov | 2015-10-20 | 2 | -38/+46 |
| | | |||||
* | | move ugly convertion of axis locks 3 bit flags to a wasted vector3 down to ↵ | UbitUmarov | 2015-10-20 | 1 | -1/+14 |
| | | | | | | | | PhysicsActor. Let engines use LockAngularMotion with either Vector3 argument or byte |