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* | BulletSim: remove post step one-time taints (doesn't make any sense). Rename ↵ | Robert Adams | 2012-12-22 | 1 | -82/+30 | |
| | | | | pre and post step event invocation routines to Trigger* to be consistant. Remove old, unused code. | |||||
* | BulletSim: add Enabled parameter and operation to motors. | Robert Adams | 2012-12-22 | 1 | -2/+16 | |
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* | Add helper routine Util.InRange() | Robert Adams | 2012-12-22 | 1 | -0/+7 | |
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* | BulletSim: remove all special vehicle code from BSScene. Replace per-frame ↵ | Robert Adams | 2012-12-21 | 2 | -101/+20 | |
| | | | | updates for vehicles with per-frame action registration. One fewer special case. | |||||
* | BulletSim: remove the movement decay while flying. Made flying slow down ↵ | Robert Adams | 2012-12-21 | 1 | -6/+0 | |
| | | | | over time. | |||||
* | BulletSim: Fix llApplyImpulse so it works after the first impulse. The ↵ | Robert Adams | 2012-12-21 | 2 | -4/+29 | |
| | | | | problem was Bullet deactivating the object between the pushes (when, as far as the physics engine is concerned, it isn't moving). | |||||
* | BulletSim: add BSPhysObject code to manage registrations of preStep events. ↵ | Robert Adams | 2012-12-21 | 3 | -66/+104 | |
| | | | | 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. | |||||
* | BulletSim: repair vehicle problems introduced in previous 'improvements'. ↵ | Robert Adams | 2012-12-21 | 4 | -572/+598 | |
| | | | | Fix line endings in BSParams. | |||||
* | BulletSim: Move all the parameter variables, tables and get and fetch logic ↵ | Robert Adams | 2012-12-21 | 13 | -606/+681 | |
| | | | | to a separate, static class for easier addition and to remove all that bulk from the BSScene class. | |||||
* | BulletSim: small fix to avatar movement motor use which keeps avatar from ↵ | Robert Adams | 2012-12-21 | 1 | -1/+2 | |
| | | | | flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable. | |||||
* | BulletSim: avatar movement smoothed with motor that modifies avatar velocity ↵ | Robert Adams | 2012-12-21 | 2 | -4/+81 | |
| | | | | to target velocity. Fails in incorporating physical world effects (gravity) so avatar doesn't fly correctly. | |||||
* | BulletSim: Better detail logging of VMotor actions. | Robert Adams | 2012-12-21 | 1 | -7/+8 | |
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* | BulletSim: begin movement of parameters from pinned memory block to ↵ | Robert Adams | 2012-12-21 | 2 | -7/+19 | |
| | | | | variables all in managed code. Add note to TODO list to remember to do the rest. Other updates to TODO list. | |||||
* | BulletSim: fix incorrectly defined property changed flag. | Robert Adams | 2012-12-20 | 1 | -3/+1 | |
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* | BulletSim: Check for unspecified TimeScale in BSVMotor and don't scale if ↵ | Robert Adams | 2012-12-20 | 1 | -9/+43 | |
| | | | | 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. | |||||
* | BulletSim: replace use of funky nullable values for vehicle property update ↵ | Robert Adams | 2012-12-20 | 1 | -26/+43 | |
| | | | | control (m_known* stuff). Bitmaps will be quicker to test and to clear. | |||||
* | BulletSim: angularMotorUp working again (seems a little slow as it takes ↵ | Robert Adams | 2012-12-20 | 2 | -32/+66 | |
| | | | | longer than timescale to correct, but getting better). Disabled angularDeflection (need to resolve interactions between angular corrections). Update TODO list. | |||||
* | BulletSim: reorganize motor step code to separate error computation allowing ↵ | Robert Adams | 2012-12-20 | 1 | -51/+91 | |
| | | | | subclass for PID error correction. | |||||
* | BulletSim: improve angularVerticalAttraction calculation to compute angular ↵ | Robert Adams | 2012-12-18 | 1 | -18/+15 | |
| | | | | correction velocity rather than estimating correction (excuse to use trig functions). | |||||
* | BulletSim: initial implementation of a PID motor. Not hooked up yet. | Robert Adams | 2012-12-18 | 1 | -6/+38 | |
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* | BulletSim: comments and TODO list update | Robert Adams | 2012-12-18 | 2 | -3/+9 | |
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* | Replace axis rotation numeric constants (STATUS_ROTATE_XYZ) with symbols. ↵ | Robert Adams | 2012-12-18 | 3 | -9/+19 | |
| | | | | Also made it so llSetStatus() can individually enable disable rotation axi using the bitmask of flags. | |||||
* | Disable UDPPacketBuffer pooling for now to resolve an issue on Windows of ↵ | Justin Clark-Casey (justincc) | 2012-12-19 | 1 | -5/+8 | |
| | | | | | | | | | | | 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 | |||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-12-17 | 5 | -37/+28 | |
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| * | BulletSim: apply friction to linear and angular motion before returning ↵ | Robert Adams | 2012-12-17 | 3 | -14/+2 | |
| | | | | | | | | advanced motor value. This seems to be the problem with BulletSim vehicles turning too quickly. Also removed the configuration parameter that controlled the timestep scaling kludge for angular velocity that was added to research the question of quick turning. | |||||
| * | BulletSim: fix vehicles going underground when unsat. Problem was that, when ↵ | Robert Adams | 2012-12-17 | 4 | -29/+32 | |
| | | | | | | | | doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard. | |||||
* | | Extend default 1 second wait for event completion to other thread script ↵ | Justin Clark-Casey (justincc) | 2012-12-17 | 3 | -4/+33 | |
|/ | | | | | | | | reset (as called by llResetOtherScript()). As with script stop (via llDie()) aborting other scripts event threads, llResetOtherScript() can also abort any current event thread on another script. On mono 2.6, 2.10 and possibly later this may cause locking problems in certain code areas. This commit reuses the recently introduced [XEngine] WaitForEventCompletionOnScriptStop to make this a 1 sec timeout, rather than 0 secs. | |||||
* | BulletSim: fix vehicles being shot in the air at border crossings because of ↵ | Robert Adams | 2012-12-16 | 1 | -2/+5 | |
| | | | | mis-application of correction to postion for below groundness. | |||||
* | BulletSim: add parameter to UpdateProperties call into the linkset so ↵ | Robert Adams | 2012-12-16 | 6 | -36/+65 | |
| | | | | changes from the physics engine can be differentiated from changes made by the user. This eliminates a linkset rebuild loop. Also add logic to not rebuild or freak out when the object/linkset crosses a terrain boundry. | |||||
* | BulletSim: add even more to the TODO list. | Robert Adams | 2012-12-16 | 1 | -4/+27 | |
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* | BulletSim: add check for border crossing in character position sanity check. | Robert Adams | 2012-12-16 | 1 | -2/+10 | |
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* | BulletSim: refactor to combine common terrain height testing code. Add ↵ | Robert Adams | 2012-12-16 | 1 | -38/+48 | |
| | | | | function to test if a position is over known terrain. | |||||
* | BulletSim: experimentally remove unit displacement from prim border crossing ↵ | Robert Adams | 2012-12-16 | 1 | -2/+13 | |
| | | | | test. This seems to cause border crossing to be sensed either a little early or a little late depending on which directin the object is moving. If border crossings become totally borked or someone remembers why this was displacement was done, revert this change. | |||||
* | Add stack dump function that takes an alternate printer outter. I've found ↵ | Robert Adams | 2012-12-16 | 1 | -1/+7 | |
| | | | | that log4net can be slowish so, if one is generating A LOT of debug output, alternate printers are better | |||||
* | BulletSim: remove some errors on shutdown by moving terrain destruction ↵ | Robert Adams | 2012-12-16 | 2 | -3/+16 | |
| | | | | until after physical object destruction. TerrainManager also made disposable and that feature used. | |||||
* | BulletSim: rip out old code for linkset child position fetching. BulletSim ↵ | Robert Adams | 2012-12-16 | 5 | -45/+31 | |
| | | | | doesn't need to do that bookkeeping because SOG/SOP already does it. | |||||
* | Make WebStatsModule properly handle scenes added or removed after initial ↵ | Justin Clark-Casey (justincc) | 2012-12-15 | 1 | -14/+31 | |
| | | | | | | startup. This may have been the cause of the DivByZero in http://opensimulator.org/mantis/view.php?id=6460 | |||||
* | minor: If the physics module tells us that an object has gone out of bounds, ↵ | Justin Clark-Casey (justincc) | 2012-12-15 | 1 | -2/+5 | |
| | | | | more helpfully log the name, id, position and region of that object. | |||||
* | minor: Add commented out log lines to ScenePresenceAnimator for future debug ↵ | Justin Clark-Casey (justincc) | 2012-12-14 | 1 | -1/+10 | |
| | | | | use (such as logging anim pack contents sent to clients) | |||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-12-14 | 13 | -301/+439 | |
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| * | BulletSim: Add more to the TODO list. Clean up and improve some comments. | Robert Adams | 2012-12-13 | 2 | -10/+9 | |
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| * | Return the last set targetVelocity rather than the current velocity as the ↵ | Robert Adams | 2012-12-13 | 1 | -5/+8 | |
| | | | | | | | | default action made available in PhysicsActor.TargetVelocity. Doesn't change any physics operation but makes DSG work better as the targetVelocity value does not keep moving around. | |||||
| * | BulletSim: fix problem with continuious rebuilding of physical linksets. ↵ | Robert Adams | 2012-12-13 | 3 | -79/+88 | |
| | | | | | | | | This caused movement problems and large prim vehicles to take up a LOT of simulation time. | |||||
| * | BulletSim: correct line endings in new BulletSimData.cs file. | Robert Adams | 2012-12-13 | 1 | -282/+282 | |
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| * | BulletSim: Add 'BulletSimData' which separates structures created | Robert Adams | 2012-12-13 | 7 | -205/+308 | |
| | | | | | | | | | | | | for the operation of BulletSim and those defintiions/structures defined so they can be used in the unmanaged world. Consolidate setting of collision flags so implementation is not scattered. | |||||
| * | BulletSim: remove extra linkset rebuilds. | Robert Adams | 2012-12-13 | 1 | -18/+36 | |
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| * | Independently control logging for per region module loading. I just got sick ↵ | Robert Adams | 2012-12-13 | 1 | -0/+6 | |
| | | | | | | | | of, when debugging, the zillions of log lines verifying that each module is being added to each region. | |||||
* | | Fix issue where calling llVolumeDetect(FALSE) would not remove phantom flag, ↵ | Justin Clark-Casey (justincc) | 2012-12-14 | 2 | -2/+42 | |
|/ | | | | | | | causing subsequent issues if physics was re-enabled. Added regression tests Addresses http://opensimulator.org/mantis/view.php?id=6365 | |||||
* | minor: add some more detail to the logging if an LLClientView fails to ↵ | Justin Clark-Casey (justincc) | 2012-12-13 | 1 | -2/+4 | |
| | | | | process a packet | |||||
* | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim | Justin Clark-Casey (justincc) | 2012-12-13 | 1 | -30/+6 | |
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