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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 Canto2016-02-219-9/+9
| | | | 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.
* ubMeshmerizer: remove some wrong faces still present in taper cases, some ↵UbitUmarov2015-12-263-210/+234
| | | | code cleanup
* fix cilinder and cone physics meshUbitUmarov2015-12-261-0/+2
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* add prim estimated center of mass correction also for tortured prims meshs. ↵UbitUmarov2015-12-241-0/+4
| | | | Not fully tested
* remove the unused OBB physics parameters export, since they aren't actually ↵UbitUmarov2015-12-172-53/+0
| | | | usefull outside ubOde
* 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
* add some missing GC.RemoveMemoryPressure()UbitUmarov2015-12-091-0/+2
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* 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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* let old ODE trigger collision sounds like ubOdeUbitUmarov2015-11-282-2/+21
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* add a nasty global lock, ode.dll requires on multi regions per instance ( ↵UbitUmarov2015-11-271-5/+8
| | | | also make sure ninjaJoints are disabled
* add thread allocation calls for new ode.dll (old ode)UbitUmarov2015-11-212-16/+25
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* some cleanup, allow cast rays to collide with terrain within limited range ↵UbitUmarov2015-11-213-366/+8
| | | | (old ode)
* remove some compile warnings increasing total number by 2UbitUmarov2015-11-212-2/+2
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* stop the Vehicle AFTER fixing position not before, bc stop code also ↵UbitUmarov2015-11-201-6/+5
| | | | updates position (old ode)
* stop a Vehicle on a failed region cross (or empty border) (old ode)UbitUmarov2015-11-202-0/+13
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* remove Ode.Net - missing file. ( old ode may be broken now)UbitUmarov2015-11-201-0/+2025
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* remove the hard to maintain Ode.Net wrapper only in use by old odeUbitUmarov2015-11-208-290/+33
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* ubOde: add threading related calls new ode.dll may need. Hope this doesn't ↵UbitUmarov2015-11-202-4/+23
| | | | break with current linux ode library
* minor: reset character collision flags, even if without a BodyUbitUmarov2015-11-121-2/+6
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* add some safeguard checksUbitUmarov2015-11-121-3/+4
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* rename MinFrameTime as FrameTime, since it is not a minimum but a target ↵UbitUmarov2015-11-081-1/+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 ↵UbitUmarov2015-11-082-7/+11
| | | | Nyquist.
* fix wrong condition to set low angular velocity as Zero.UbitUmarov2015-11-081-4/+4
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* add a console/log warning about large physics meshs on ubOde that can have ↵UbitUmarov2015-11-051-0/+6
| | | | negative impact on region load
* Merge branch 'master' into avinationmergeUbitUmarov2015-11-012-1/+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 Canto2015-10-183-3/+3
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| * fix GetTerrainHeightAtXY also on master. Fix wrong active angularlock ↵UbitUmarov2015-10-172-281/+9
| | | | | | | | detection (it was only burning cpu), stop trying to add a amotor to each child part and fix a typo.
| * Typos in commentsDiva Canto2015-09-062-2/+2
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* | let ode also finish internal representation of prim actors, before simulationUbitUmarov2015-10-221-0/+40
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* | Make physics engines finish internal representation of loaded prims before ↵UbitUmarov2015-10-222-4/+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 ↵UbitUmarov2015-10-223-34/+37
| | | | | | | | costumized ODE library may have
* | update ubOde hashspaces levelsUbitUmarov2015-10-211-3/+3
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* | we do not have prims with size 2^128, missing fileUbitUmarov2015-10-211-11/+6
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* | fix or remove some wrong ODE configuration settingsUbitUmarov2015-10-211-34/+7
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* | remove the use of Vector3 for axis locks on the rest of enginesUbitUmarov2015-10-217-26/+13
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* | the inertia matrix inversions and body inertia changes to implement axis ↵UbitUmarov2015-10-211-288/+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 odeUbitUmarov2015-10-202-56/+47
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* | stop using a vector3 to store axis locks 3bit flags in ubOdeUbitUmarov2015-10-202-38/+46
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* | move ugly convertion of axis locks 3 bit flags to a wasted vector3 down to ↵UbitUmarov2015-10-201-1/+14
| | | | | | | | PhysicsActor. Let engines use LockAngularMotion with either Vector3 argument or byte