Commit message (Collapse) | Author | Age | Files | Lines | ||
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| * | | BulletSim: disable center-of-mass computation for linksets until debugged. ↵ | Robert Adams | 2013-01-14 | 2 | -25/+36 | |
| | | | | | | | | | | | | 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. | |||||
| * | | BulletSim: move center of gravity of linkset to its geometric center. | Robert Adams | 2013-01-11 | 10 | -32/+106 | |
| | | | | | | | | | | | | | | | | | | | | | 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. | |||||
| * | | BulletSim: add osGetPhysicsEngineType() LSL function and update | Robert Adams | 2013-01-11 | 12 | -22/+82 | |
| | | | | | | | | | | | | | | | | | | | | | | | | 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. | |||||
| * | | BulletSim: Add IsSelected attribute to physical objects. Have vehicles check ↵ | Robert Adams | 2013-01-11 | 4 | -50/+162 | |
| | | | | | | | | | | | | 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. | |||||
| * | | Fix exception reporting in SceneObjectPart so it logs what the exception is ↵ | Robert Adams | 2013-01-11 | 1 | -2/+2 | |
| | | | | | | | | | | | | rather than just saying it happened. | |||||
| * | | BulletSim: Redo linear function coding so they can better interact. New ↵ | Robert Adams | 2013-01-11 | 2 | -62/+91 | |
| | | | | | | | | | | | | algorithm for limitMotorUp that relies on going up when not colliding rather than distance from ground. Add parameter for turning on and off embedded source vehicle debugging. | |||||
| * | | BulletSim: remove double application of buoyancy. Centralize computation of ↵ | Robert Adams | 2013-01-11 | 4 | -65/+59 | |
| |/ | | | | | | | buoyancy. Add motor angular debugging controls. | |||||
| * | BulletSim: fix the 'No recognised physics mesh found ...' error spew by ↵ | Robert Adams | 2013-01-11 | 1 | -1/+1 | |
| | | | | | | | | remembering that the last asset fetch failed until the simulator resets the shape parameters. | |||||
| * | add some sanity checking to HandleAgentRequestSit handler | dahlia | 2013-01-10 | 1 | -2/+12 | |
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* | | refactor: Simplify ScriptInstance by retaining reference to SceneObjectPart ↵ | Justin Clark-Casey (justincc) | 2013-01-14 | 1 | -72/+55 | |
|/ | | | | instead of sometimes but not always looking it up. | |||||
* | Implement a workaround solution for saving manual script state changes by ↵ | Justin Clark-Casey (justincc) | 2013-01-11 | 1 | -5/+19 | |
| | | | | | | | the user before logout instead of wrongly removing the script early. This workaround relies on the fact that a closing client goes inactive before the attachments derez calls happen. This reverts the change to remove scripts too early instead of stopping them, since the the two step stop then remove is necessary to execute the detach event. | |||||
* | Save attachments on detach/exit if a contained script state has been changed. | Justin Clark-Casey (justincc) | 2013-01-11 | 2 | -1/+20 | |
| | | | | | | | This involves making Attachments module listen for start/stop script changes. It also involves removing the script from the region on detach in the same manner as every other DeleteSceneObject() call rather than simply stopping it This is necessary tue to the bad assymetry of start and stop script triggers but it appears to be the correct behaviour anyway, as detached objects are completely gone from the sim. Not just in a state where their scripts have been stopped. | |||||
* | Fix a regression in the last few scene commands changes where setting these ↵ | Justin Clark-Casey (justincc) | 2013-01-11 | 1 | -52/+2 | |
| | | | | | | | via the viewer estate dialog stopped working. Forgot to register the new interface. Also removes some code which got included by adpating an existing module. | |||||
* | Add "debug scene get" console command to list current scene options | Justin Clark-Casey (justincc) | 2013-01-10 | 1 | -2/+43 | |
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* | Move scene debug commands into separate module. Command changes from "debug ↵ | Justin Clark-Casey (justincc) | 2013-01-10 | 5 | -138/+350 | |
| | | | | scene <key> <value>" to "debug scene set <key> <value>" to accomodate future settings | |||||
* | refactor: route the final scene backup through the same code that handles ↵ | Justin Clark-Casey (justincc) | 2013-01-10 | 1 | -10/+1 | |
| | | | | | | periodic backup This is rather than making unnecessary duplicate checks that the SOG later performs again. | |||||
* | minor: Capitalize GroupsModule command category | Justin Clark-Casey (justincc) | 2013-01-10 | 1 | -1/+1 | |
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* | minor: add missing newline to "debug scene" console command | Justin Clark-Casey (justincc) | 2013-01-10 | 1 | -1/+1 | |
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* | Remove unimplemented "debug teleport" console command | Justin Clark-Casey (justincc) | 2013-01-10 | 1 | -2/+0 | |
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* | Add "debug scene pbackup true|false" console command. This enables or ↵ | Justin Clark-Casey (justincc) | 2013-01-10 | 2 | -13/+36 | |
| | | | | | | disable periodic scene backup. For debug purposes. If false, scene is still saved on shutdown. | |||||
* | On baked texture save, replace any HG ID with an ordinary asset ID so the ↵ | Justin Clark-Casey (justincc) | 2013-01-10 | 1 | -0/+3 | |
| | | | | HGAssetBroker doesn't try to save back to the avatar's originating region | |||||
* | revert accidental change to MemoryWatchdog stat calculation in previous b1b4687 | Justin Clark-Casey (justincc) | 2013-01-10 | 1 | -1/+1 | |
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* | Add "show script timers" command to show script timers. For debug purposes. | Justin Clark-Casey (justincc) | 2013-01-10 | 4 | -36/+82 | |
| | | | | Also, "show sensors" changes to "show script sensors". | |||||
* | Add "show sensors" command to show script sensor information for debug purposes. | Justin Clark-Casey (justincc) | 2013-01-10 | 3 | -32/+153 | |
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* | minor: Remove unnecessary commented out code from last commit c28a2f05 and ↵ | Justin Clark-Casey (justincc) | 2013-01-09 | 1 | -4/+1 | |
| | | | | fix up code comment | |||||
* | minor: make spacing consistent in console help output | Justin Clark-Casey (justincc) | 2013-01-09 | 1 | -3/+6 | |
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* | Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim | Melanie | 2013-01-09 | 3 | -39/+45 | |
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| * | BulletSim: Fix hover height (boats float at the correct level). | Robert Adams | 2013-01-08 | 2 | -8/+12 | |
| | | | | | | | | Fix problem of vehicles going crazy when backing up. | |||||
| * | minor: Fix command match of "debug script" command to "debug scripts" to ↵ | Justin Clark-Casey (justincc) | 2013-01-09 | 1 | -1/+1 | |
| | | | | | | | | match other scripts commands (and it's own short help text) | |||||
| * | minor: Allow "script *" console commands to take multiple script item ids | Justin Clark-Casey (justincc) | 2013-01-09 | 1 | -30/+32 | |
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* | | Revert "Prevent empty Anim Packs" | Melanie | 2013-01-09 | 1 | -12/+0 | |
| | | | | | | | | This reverts commit 5561333668f61f043cdfc0733a4eb50a1bcfb14e. | |||||
* | | Revert "Fix sequence id fr default anim" | Melanie | 2013-01-09 | 1 | -1/+1 | |
|/ | | | | This reverts commit a775931a0cec9f65748c6e20dd2695edcbe21b7f. | |||||
* | Fix sequence id fr default anim | Melanie | 2013-01-08 | 1 | -1/+1 | |
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* | Prevent empty Anim Packs | Melanie | 2013-01-08 | 1 | -0/+12 | |
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* | Add the new UpdateAgentInformation cap to make maturity on more recent viewers | Melanie | 2013-01-08 | 1 | -2/+20 | |
| | | | | work. | |||||
* | BulletSim: improve vehicle angular banking and deflection computation. ↵ | Robert Adams | 2013-01-07 | 1 | -19/+18 | |
| | | | | Rotate angular correction forces to be world relative rather than vehicle relative. | |||||
* | BulletSim: add function to push avatar up when hitting stairs. | Robert Adams | 2013-01-07 | 5 | -27/+119 | |
| | | | | | | | | | | It looks like BulletSim and ODE rely on penetration correction to cause the avatar to move up and thus allowing walking up stairs. Object penetration was minimized for walking and flying (so one doesn't go through walls) and this stopped stairs from working. This commit introduces avatar movement code to check for collisions at the feet while walking and attempts to raise the avatar for the steps. Not yet perfect but movement is better. | |||||
* | BulletSim: fix exception when re-creating the terrain when loading an OAR file | Robert Adams | 2013-01-07 | 1 | -0/+2 | |
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* | BulletSim: comments and removing small compile errors introduced in last commit. | Robert Adams | 2013-01-06 | 3 | -9/+3 | |
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* | BulletSim: update DLLs and SOs with better debugging output. | Robert Adams | 2013-01-06 | 4 | -12/+151 | |
| | | | | | Add definition of hand crafted avatar mesh. Not used yet. Comments and cleanup. | |||||
* | BulletSim: fix problem where mesh shapes were physically just their bounding ↵ | Robert Adams | 2013-01-04 | 1 | -0/+1 | |
| | | | | box and not the complete mesh. Fill mesh physical objects are back. | |||||
* | BulletSim: implement llMoveToTarget by adding PIDActive, etc. | Robert Adams | 2013-01-04 | 2 | -50/+33 | |
| | | | | | Implementation of non-vehicle hover but haven't tested it a lot. Update TODO list. | |||||
* | BulletSim: add some features to the PID motor to make it more flexible. | Robert Adams | 2013-01-04 | 1 | -9/+18 | |
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* | BulletSim: convert avatar movement from a force to an impulse. Shouldn't | Robert Adams | 2013-01-04 | 1 | -2/+2 | |
| | | | | change functionality but removes an oddity in computing the force. | |||||
* | BulletSim: add initial implementation of llMoveToTarget and hover height. | Robert Adams | 2013-01-04 | 1 | -10/+147 | |
| | | | | Not all there yet. | |||||
* | BulletSim: reorganize motor code a little to pull together common functions. | Robert Adams | 2013-01-04 | 1 | -18/+129 | |
| | | | | Add BSFMotor. | |||||
* | BulletSim: add comments to force and impulse setting functions | Robert Adams | 2013-01-04 | 1 | -0/+8 | |
| | | | | so it is clear what Bullet is actually doing with the set values. | |||||
* | BulletSim: fix problem where pre-step actions would not replaced | Robert Adams | 2013-01-04 | 1 | -0/+4 | |
| | | | | by new registrations thus causing multiple instances of an action. | |||||
* | BulletSim: add ResetBroadphasePool and ResetConstraintSolver diagnostic | Robert Adams | 2013-01-04 | 4 | -50/+73 | |
| | | | | | functions. If values set from console, the functions are called. Looking for why the collision pools fill up with unnecessary stuff. | |||||
* | Set default particle burst count to 1 instead of 0 in any set particle ↵ | Justin Clark-Casey (justincc) | 2013-01-04 | 1 | -3/+3 | |
| | | | | | | system script call that does not have an empty list. As per http://opensimulator.org/mantis/view.php?id=6353 |