| Commit message (Collapse) | Author | Age | Files | Lines |
| |
|
|
|
|
|
| |
make llGiveMoney async so the script thread is not held up waiting for comms
to an external server.
|
|
|
|
|
| |
Pass through old angular velocity making for smoother transitions.
Remove some old kludges for angular motion (damping and rotvel suppression).
|
|
|
|
|
| |
without rebuilding the whole compound shape. Should make vehicles move
smoother.
|
|
|
|
|
| |
routines on the physics engine. Won't make a difference for any
existing scripts since ODE always returned Vector3.Zero.
|
| |
|
|
|
|
|
|
|
|
|
|
|
|
| |
when should be standing.
Modify angular force routines to be the same pattern as linear force routines.
BulletSim vehicle turning is scaled like SL and is DIFFERENT THAN ODE!!
Fix some bugs in BSMotor dealing with the motor going to zero.
Add a bunch of parameters: MaxLinearVelocity, MaxAngularVelocity,
MaxAddForceMagnitude, VehicleMaxLinearVelocity, VehicleMaxAngularVelocity,
and most of the values are defaulted to values that are larger
than in SL.
Use the new parameters in BSPrim, BSCharacter and BSDynamic.
|
|
|
|
| |
stopping walking. Consolidate movement tests into the one prestep motion action
|
|
|
|
| |
properly if the vehicle moves during vehicle actions.
|
|
|
|
|
|
|
| |
to better use them for incremental updates.
Modify prim and character to use the new motors.
Simplify the vehicle linear movement code to just update the velocity
directly or the basic movement.
|
|
|
|
| |
BulletSPlugin using the BulletXNA Bullet physics engine. It also updates the BulletXNA library to be compatible with the changes. OpenSimDefaults has been updated to describe how to switch engines and terrain implementations.
|
| |
|
| |
|
|
|
|
|
|
|
|
| |
OpenSimDefaults.ini / section [IRC]
http://opensimulator.org/mantis/view.php?id=6470
idea: https://github.com/ssm2017/IrcBridgeAlert
|
|
|
|
|
|
|
| |
sit on a prim we're already sat upon, rather than looking up the part from scratch.
An adaptation of commit 055b8a2
Having both ParentID and ParentPart references now is redundant. ParentID should probably be eliminated.
|
|
|
|
| |
This is required because some threads are created in the constructor, so assigning the name afterwards would be too late.
|
|
|
|
|
|
|
| |
New constants for llGetObjectDetails OBJECT_CHARACTER_TIME,
OBJECT_ROOT, OBJECT_ATTACHED_POINT, OBJECT_PATHFINDING_TYPE,
OBJECT_PHYSICS, OBJECT_PHANTOM and OBJECT_TEMP_ON_REZ
also Pathfining constants, 3 of which are used by llGetObjectDetails
|
|
|
|
| |
The type of the keys returned by llGetAgentList corrected to LSL_Key
|
|
|
|
| |
region where there is more than one region on the simulator.
|
|
|
|
|
| |
Setting this logs extra information about animation add/remove, such as uuid and animation name
Unfortunately cannot be done per client yet
|
|
|
|
|
|
|
|
|
| |
default animation but continue to allow scripts to do so.
This keeps the fix from http://opensimulator.org/mantis/view.php?id=6327
and fixes the behaviour regression in http://opensimulator.org/mantis/view.php?id=6483
Animations may still exhibit different behaviour if both scripts and clients are adjusting animations.
A change in the behaviour of client AO to not remove all animations may be a better long term approach.
|
|
|
|
|
|
|
| |
OpenSimulator is VERY sensitive to changes in avatar velocity and
will send an avatar update message when velocity changes more than
0.001m/s. This significantly reduces the number of avatar update messages by
smoothing the avatar velocity returned by Bullet.
|
|
|
|
|
| |
non-active. This turns off 'setForce', 'setTorque' and 'moveToTarget'
when the object is selected or made non-physical.
|
|\ |
|
| |\ |
|
| | | |
|
| | | |
|
| |/
|/|
| |
| |
| | |
can use to know if the object is currently active.
Code cleaning including use of Util.ClampV function.
|
| | |
|
| |
| |
| |
| |
| | |
It was a dumb idea to try and do a nose over feature for jumping cars anyway.
Add better logging of native shape creation/reuse so can tell the difference.
|
| |
| |
| |
| |
| | |
objects have been fetched.
Update TODO list with more work.
|
| |
| |
| |
| | |
to the documented maximum from the outragious number previously.
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| | |
script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
This commit, unlike 1b5c41c, passes the wait handle as an extra parameter through IScript.Initialize() instead of passing IScriptInstance itself.
|
| |
| |
| |
| |
| |
| |
| |
| | |
during a script wait event (llSleep(), etc.)"
Doing this as a favour to Melanie. This will be back with passing the wait handles directly to the api.
This reverts commit 1b5c41c14ad11325be249ea1cce3c65d4d6a89be.
|
|\ \ |
|
| | | |
|
| | |
| | |
| | |
| | |
| | | |
because the computations are wrong.
Add VehicleTorqueImpulse routines.
|
| | |
| | |
| | |
| | | |
Free pinned memory when physics engine is unloaded.
|
| |\ \ |
|
| | |/
| | |
| | |
| | | |
other than the object currently sat on
|
| |/
| |
| |
| |
| | |
and enable friction computation caching. Remove dangerous BulletSim
settings from OpenSimDefaults.ini.
|
| |
| |
| |
| |
| |
| |
| |
| |
| | |
script wait event (llSleep(), etc.)
This makes use of EventWaitHandles since various web references indicate that Thread.Interrupt() can also cause runtime instability.
If co-op termination is enabled, then termination sets the wait handle instead of waiting for a timeout before possibly aborting the thread.
This allows the script to cleanly terminate if it's in a llSleep/LL function delay or the next time it enters such a wait without any timeout period.
Co-op termination is not yet testable since checking for termination request within loops that never trigger a wait is not yet implemented.
|
|/
|
|
|
|
|
|
| |
pass down IScriptInstance instead.
This is to allow the future co-operative script thread terminate feature to detect and act upon termination requests.
This splits the assembly and state loading out from the ScriptInstance() constructor to a separate Load() method
in order to facilititate continued script logic regression testing.
|
|\ |
|
| |
| |
| |
| |
| | |
Add locking on register prestep action list preventing potential race conditions.
Little comment and formatting changes.
|
| |
| |
| |
| | |
Move physical prim above ground if it is underground. Previously tried to correct by applying and up force but the prim would never go through the ground.
|
| |
| |
| |
| |
| |
| |
| | |
Necessitated allowing simulator and physical position of a body to
get out of sync since Bullet assumes that <0,0,0> is the center of mass.
Update DLLs and SOs for the UpdateChildTransform so positions of
individual prim in a linkset can be implemented.
|
| |
| |
| |
| |
| |
| |
| |
| | |
the physics engines to return the name that is specified in the INI
file ("physics = XXX") as the type of engine.
This os function is a little different than the others in that it
does not throw an exception of one is not privilaged to use it.
It merely returns an empty string.
|
| |
| |
| |
| | |
to see if physical before trying to step. Replace vehicle gravity application. Previously relying on Bullet to apply gravity but since vehicles over-ride the velocity calculation, gravity never had a chance to accelerate the body down. Added AddForceImpulse as well as AddForce for those who need to apply immediate velocity updates. Use the impulse to apply the linear motion.
|
| |
| |
| |
| | |
rather than just saying it happened.
|