| Commit message (Collapse) | Author | Age | Files | Lines |
... | |
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
less CPU intensive.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
of BulletSim. This is designed to be /as close as possible/ to the BulletSim plugin while still being entirely in the managed space to make keeping it up to date easy as possible (no thinking work). This implementation is /slower/ then the c++ version just because it's fully managed, so it's not appropriate for huge sims, but it will run small ones OK. At the moment, it supports all known features of BulletSim. Think of it like.. POS but everything works. To use this plugin, set the physics plugin to BulletSimN.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
This reverts commit ca30559b05bd44995277c270ec19a92d8170e587.
|
| | | | | | | |
|
|\ \ \ \ \ \ \
| |/ / / / / / |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
up some usages. Disable motor when done.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
pre and post step event invocation routines to Trigger* to be consistant. Remove old, unused code.
|
| | | | | | | |
|
| | | | | | | |
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
updates for vehicles with per-frame action registration. One fewer special case.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
over time.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
problem was Bullet deactivating the object between the pushes (when, as far as the physics engine is concerned, it isn't moving).
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Use same to implement setForce and setTorque so the values are restored at the beginning of each step (since Bullet zeros forces applied last step). Simplify implementation of AddForce and AddTorque by relying on the addition of forces in Bullet.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
Fix line endings in BSParams.
|
| | | | | | |
| | | | | | |
| | | | | | |
| | | | | | | |
to a separate, static class for easier addition and to remove all that bulk from the BSScene class.
|
|\ \ \ \ \ \ \
| | |_|/ / / /
| |/| | | | | |
|
| | |_|_|_|/
| |/| | | | |
|
|\ \ \ \ \ \
| | |/ / / /
| |/| | | | |
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly.
|
| | | | | | |
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list.
|
| | | | | | |
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
not specified. Add test dump routine. Don'e zero current and target values when error goes to zero as the values could be used externally to store the actual target values, etc.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
control (m_known* stuff). Bitmaps will be quicker to test and to clear.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
subclass for PID error correction.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
correction velocity rather than estimating correction (excuse to use trig functions).
|
| | | | | | |
|
| | | | | | |
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags.
|
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
interference between incoming packets.
On Windows, concurrent multi-threaded processing of inbound UDP somehow allows different data input processing to interfere with each other.
Possibly the endpoint reference is being switched, though I don't yet know the mechanism. Not seen on Mono.
Also resolveable by setting RecyclePackets = false or RecycleBaseUDPPackets = false in [PacketPool]
Or async_packet_handling = false in [ClientStack.LindenUDP]
For now, will simply disable this particular pooling though will revisit this issue.
In response to http://opensimulator.org/mantis/view.php?id=6468
|
|\ \ \ \ \ \
| | |/ / / /
| |/| | | | |
|
| | |_|_|/
| |/| | | |
|
| |\ \ \ \
| | | |_|/
| | |/| | |
|
| | | | | |
|
| | | | | |
|
| |\ \ \ \
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
avination
Conflicts:
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
|
| | | | | |
| | | | | |
| | | | | |
| | | | | | |
root part to each of the child parts.
|
| |/ / / / |
|
| |\ \ \ \
| | |/ / / |
|
| | | | | |
|
| | | | | |
|
| | | | | |
|
| | | | |
| | | | |
| | | | |
| | | | | |
more messy)
|
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | |
| | | | | |
cache without actually loading it. Make use limited use of it in
avatarfactory textures check. Also on llclientview
HandleAgentTextureCached that now should work. Other asset cache modules
for now will return false, so are broken. baked textures logic
still unchanged. *UNTESTED*
|
| | | | | |
|
| | | | | |
|
| | |\ \ \ |
|
| | | | | | |
|