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* workaround potencial memory leaksUbitUmarov2016-08-221-13/+7
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* fix ubOde prims unlink that got broken fixing sleeping bodies collisions, ↵UbitUmarov2016-08-192-6/+28
| | | | core removes and adds a prim with same LocalID not giving time for physics to actuly delete, so when it did it LocalID was lost
* ubOde reduce collision_start latency in same cases (only one collision ↵UbitUmarov2016-08-172-10/+8
| | | | happening and more than 50ms since last)
* tell prim name on some more ubMeshmerizer error/warn messagesUbitUmarov2016-08-091-2/+2
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* ubOde revert making vehicle hover height disable hover. This at least ↵UbitUmarov2016-08-061-1/+1
| | | | breaks current scripts. wikis say it should, but makes no sense with vehicle type parameters defaults. Hover it again only disabled with timescale >300; handle llSameGroup on attachments
* ubOde a few changes to collisions reportingUbitUmarov2016-08-063-31/+62
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* also disable vehicle hover if its hover is set to zeroUbitUmarov2016-08-041-1/+1
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* apply external forces and torque to vehicles also, as other engines doUbitUmarov2016-08-042-8/+15
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* reduce ubOde walking super climbersUbitUmarov2016-08-021-0/+17
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* remove redundant checkUbitUmarov2016-07-251-2/+1
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* add give a body to default rootVelocityUbitUmarov2016-07-251-1/+1
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* add missing overridesUbitUmarov2016-07-252-2/+2
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* revert bad last changes and fix the issue another wayUbitUmarov2016-07-254-10/+27
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* ubOde bug fixUbitUmarov2016-07-252-2/+4
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* change bullet relative velocity sign to match ubOdeUbitUmarov2016-07-251-1/+1
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* preserve max relative velocity on a colision report time sliceUbitUmarov2016-07-251-1/+12
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* ubOde actually revert last change don't send unnecessary empty collisions, ↵UbitUmarov2016-07-241-2/+2
| | | | will patch it elsewhere
* ubOde still on relative velocity. Make ubOde report avatar empty collisions ↵UbitUmarov2016-07-241-5/+11
| | | | to tick events on core. Avn didn't require this, core should not require also (TODO)
* ubOde try to improve contact velocity on first avatar collision with terrainUbitUmarov2016-07-241-2/+5
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* ubOde fix contact relative velocity signUbitUmarov2016-07-241-30/+31
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* add EngineName also to the othersUbitUmarov2016-07-043-0/+18
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* add EngineName also to old ODEUbitUmarov2016-07-042-2/+8
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* add OSSL osGetPhysicsEngineName(). this returns a string with name and ↵UbitUmarov2016-07-043-4/+11
| | | | version. does no permition checks or it whould be less usefull ( only ubOde returns value)
* change ubOde module, hopefully for better handling of multiple scenes on ↵UbitUmarov2016-06-291-25/+35
| | | | same instance. ( may be broken now )
* 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 Canto2016-02-219-9/+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)