Commit message (Collapse) | Author | Age | Files | Lines | |
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* | remove redundant check | UbitUmarov | 2016-07-25 | 1 | -2/+1 |
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* | add give a body to default rootVelocity | UbitUmarov | 2016-07-25 | 1 | -1/+1 |
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* | add missing overrides | UbitUmarov | 2016-07-25 | 2 | -2/+2 |
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* | revert bad last changes and fix the issue another way | UbitUmarov | 2016-07-25 | 4 | -10/+27 |
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* | ubOde bug fix | UbitUmarov | 2016-07-25 | 2 | -2/+4 |
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* | change bullet relative velocity sign to match ubOde | UbitUmarov | 2016-07-25 | 1 | -1/+1 |
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* | preserve max relative velocity on a colision report time slice | UbitUmarov | 2016-07-25 | 1 | -1/+12 |
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* | ubOde actually revert last change don't send unnecessary empty collisions, ↵ | UbitUmarov | 2016-07-24 | 1 | -2/+2 |
| | | | | will patch it elsewhere | ||||
* | ubOde still on relative velocity. Make ubOde report avatar empty collisions ↵ | UbitUmarov | 2016-07-24 | 1 | -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 terrain | UbitUmarov | 2016-07-24 | 1 | -2/+5 |
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* | ubOde fix contact relative velocity sign | UbitUmarov | 2016-07-24 | 1 | -30/+31 |
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* | add EngineName also to the others | UbitUmarov | 2016-07-04 | 3 | -0/+18 |
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* | add EngineName also to old ODE | UbitUmarov | 2016-07-04 | 2 | -2/+8 |
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* | add OSSL osGetPhysicsEngineName(). this returns a string with name and ↵ | UbitUmarov | 2016-07-04 | 3 | -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 ↵ | UbitUmarov | 2016-06-29 | 1 | -25/+35 |
| | | | | same instance. ( may be broken now ) | ||||
* | CR safari. Remove gratuitious CRs in some files | Melanie Thielker | 2016-04-07 | 1 | -56/+56 |
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* | 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 |
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* | 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 |
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* | 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 |
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* | 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 |
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* | let old ODE trigger collision sounds like ubOde | UbitUmarov | 2015-11-28 | 2 | -2/+21 |
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* | 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 |
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* | 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 |
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* | 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 |
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* | remove Ode.Net - missing file. ( old ode may be broken now) | UbitUmarov | 2015-11-20 | 1 | -0/+2025 |
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* | remove the hard to maintain Ode.Net wrapper only in use by old ode | UbitUmarov | 2015-11-20 | 8 | -290/+33 |
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* | 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 |
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* | add some safeguard checks | UbitUmarov | 2015-11-12 | 1 | -3/+4 |
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* | 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 |
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