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* BulletSim: remove chatty debug message.Robert Adams2017-08-141-2/+2
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* BUlletSim: return better terrain height inRobert Adams2017-08-141-4/+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.
* Oops fix also default UseMeshiesPhysicsMesh also on ubOdeUbitUmarov2017-08-021-1/+1
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* mantis 8218 make Meshmerizer UseMeshiesPhysicsMesh defualt to true, to match ↵UbitUmarov2017-07-271-1/+1
| | | | stated on ini files.
* add a rudimentary version control to ubOde meshs cacheUbitUmarov2017-07-231-90/+90
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* ubOde: let small spheres still be spheresUbitUmarov2017-07-221-1/+1
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* ubOde: remove some dead codeUbitUmarov2017-07-221-84/+1
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* ubOde: represent small objects as a box. A object is small is all scale ↵UbitUmarov2017-07-222-13/+25
| | | | dimensions are less or equal to option MinSizeToMeshmerize (in ODEPhysicsSettings) with default of 0.1. This is needed because this objects hit narrow phase with high overlaps alot more, and so have high cpu cost.
* ubOde remove ols pseudo convex for sculptsUbitUmarov2017-07-221-10/+1
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* ubOde suport convex shapes on all normal prims and sculpts. Since code is ↵UbitUmarov2017-07-211-18/+115
| | | | experimental this is controled by options ConvexPrims and ConvexSculpts, on section Mesh, that can be set to false in case of problems
* ode does not like null refsUbitUmarov2017-07-161-1/+2
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* add Util.GetTimeStamp() that returns the stamp in seconds; use it on ubOde; ↵UbitUmarov2017-07-132-18/+20
| | | | separed land collsions dispatch from the others...
* ubOde don't use old ode body sleep option, a few changes on sleep control, ↵UbitUmarov2017-07-073-8/+31
| | | | update ode.dll (windows, others needed) (keep older versions.. bc.. well bugs happen)
* ubOde: but only do that if sphere is physical..UbitUmarov2017-07-031-1/+1
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* ubOde: dont do avatar step climb on small true spheres. lets play simple ↵UbitUmarov2017-07-031-2/+8
| | | | football
* oops i forgot the avatar knees bending on ramps... so go back..UbitUmarov2017-07-022-24/+33
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* a few changes to ubOde avatar collisionsUbitUmarov2017-07-012-38/+39
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* fix some issues on ubOde physics shape type changesUbitUmarov2017-06-122-15/+18
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* Fixed typo in log messageKevin Cozens2017-06-091-1/+1
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* add a bit more protection for broken scripts like ingen-e3s-v1.33UbitUmarov2017-05-211-0/+4
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* fix a null ref in ubOde characterUbitUmarov2017-05-201-36/+34
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* ubMeshmerizer: fix the orientation of last triangle on top/bottom faces ofUbitUmarov2017-04-261-2/+2
| | | | | hollow cylinders plz delete contents of bin/MeshCache to remove defective entries"
* update ode binaries for windows; add a minimal velocity for bounceUbitUmarov2017-04-201-0/+1
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* deleted a bit 2 much on last commitUbitUmarov2017-04-182-2/+5
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* update ODE binaries for windows. Other platforms need to compile from ↵UbitUmarov2017-04-181-122/+77
| | | | opensim-libs repo, folder ODE-OpenSim-0.13.2, read file OPENSIM-README.txt. Remove code to reduce bounce on non physical placement, new unmanaged should handle that
* several changes for osTeleportObjectUbitUmarov2017-04-151-18/+25
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* still issues with volume detectors and sleeping bodiesUbitUmarov2017-04-152-2/+8
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* still issues with volume detectors and sleeping bodiesUbitUmarov2017-04-152-23/+41
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* some reduction on large colision repulsive force on non physical placement ↵UbitUmarov2017-04-143-124/+255
| | | | of physical prims
* store the physics inertia override in Mysql and add it to serializer. run ↵UbitUmarov2017-04-012-25/+0
| | | | prebuild is required
* add missing file. Changes of inertia data of objects running does notUbitUmarov2017-03-311-1/+2
| | | | | produce correct physical results, namely linear and angular momentum are not conserved.
* add OSSL functions to override linksets total mass, center of mass and ↵UbitUmarov2017-03-312-46/+243
| | | | inertia. replacing the crude automatic estimation based on prims known to physics and density. Changed parameters are still not saved, and are lost on region crossings. only suported by UbODE. EXPERIMENTAL feature, only test it for now.. don't try to use in products.
* Merge branch 'melanie'Melanie Thielker2017-02-011-2/+2
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| * Comment two very spammy debug messages that the usr can't do anything aboutMelanie Thielker2017-01-301-2/+2
| | | | | | | | Make a third one conditional.
* | ubOde: update prim mass when changing DensityUbitUmarov2017-01-261-1/+3
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* Massive tab and trailing space cleanupMelanie Thielker2017-01-0570-3353/+3353
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* remove a gc.collect that isn't very usefull (on the right engine thisUbitUmarov2016-12-302-1855/+2602
| | | | time)
* remove a gc.collect that isn't very usefullUbitUmarov2016-12-301-2602/+1853
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* ubOde other convex type objects other than mesh and sculpt also don't have holesUbitUmarov2016-12-122-4/+7
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* ubOde simple spheres and boxes with type convex have no holes on ↵UbitUmarov2016-12-121-9/+15
| | | | physics(long forgotten fix)
* ubMeshmerizer, fix the orientation of last triangle on top/bottom faces in ↵UbitUmarov2016-12-031-2/+2
| | | | case on circle hollow shape
* avoid doing unnecessary heavy things on change physics repUbitUmarov2016-11-261-0/+7
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* a few more changes on potencial mem issuesUbitUmarov2016-11-181-2/+8
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* minor changes to ubMeshmerizer memory useUbitUmarov2016-11-172-68/+67
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* BulletSim: update avatar velocity setting to the new TargetVelocity pattern.Robert Adams2016-11-134-51/+47
| | | | | | | Now PhysicsActor.Velocity.set and PhysicsActor.SetMomentum do the same thing of setting the instantanious avatar velocity. PhysicsActor.TargetVelocity sets a velocity target and the movement motor is used to accelerate the' avatar to that velocity.
* ubOde fix a multhreading timming issueUbitUmarov2016-11-121-2/+2
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* ubOde: add a needed lockUbitUmarov2016-11-101-5/+11
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* partially revert commit f29d5ad662387b97d9e881f28df584dc19fa8c07: if mesh ↵UbitUmarov2016-11-071-135/+141
| | | | asset does not contain data for PRIM type warn and use convex, do avoid physical peims going underground etc
* start removing old hack of using SetMomentum to just set instant velocity, ↵UbitUmarov2016-11-073-7/+39
| | | | now that TargetVelocity is avaiable
* restrict ubOde castray with terrain range only on horizontal plane, let it ↵UbitUmarov2016-11-061-1/+10
| | | | find physical avatars.