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* Remove old bullet DotNET and X libraries in preparation for BulletSJustin Clark-Casey (justincc)2011-09-176-4917/+0
| | | | | These weren't working properly anyway. You will need to rerun prebuild.sh/.bat after this commit, and maybe "nant clean" as well.
* Fix some local id issues in physics glueroot2011-07-151-6/+1
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* force mesh proxy for simple box prims with path cutdahlia2011-04-121-0/+3
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* * Added a better check to the SimianGrid connectors to test if they are ↵John Hurliman2010-03-123-45/+189
| | | | | | enabled or not. This method should work equally well with standalone or robust mode * Applying #4602 from Misterblu to add collision detection to BulletDotNET
* Revolution is on the roll again! :)Revolution2010-02-142-0/+10
| | | | | | | | Fixes: Undo, T-pose of others on login, modifiedBulletX works again, feet now stand on the ground instead of in the ground, adds checks to CombatModule. Adds: Redo, Land Undo, checks to agentUpdate (so one can not fall off of a region), more vehicle parts. Finishes almost all of LSL (1 function left, 2 events). Direct flames and kudos to Revolution, please Signed-off-by: Melanie <melanie@t-data.com>
* Formatting cleanup. Add copyright headers.Jeff Ames2010-01-041-4/+4
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* Glue code for a couple of new LSL function implementationsMelanie2009-12-222-1/+26
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* Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman2009-10-263-187/+178
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* Formatting cleanup.Jeff Ames2009-10-011-2/+2
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* modify BulletDotNETPrim.cs in preparation for Mantis #4181dahlia2009-09-241-112/+122
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* This is the second part of the 'not crash on regionsize changes'. This ↵Teravus Ovares (Dan Olivares)2009-08-071-1/+1
| | | | lets you configure region sizes to be smaller without crashing the region. I remind you that regions are still square, must be a multiple of 4, and the Linden client doesn't like anything other then 256. If you set it bigger or smaller, the terrain doesn't load in the client, the map has issues, and god forbid you connect it to a grid that expects 256m regions.
* * Remove hard coded 256 limitations from various places. There's no more ↵Teravus Ovares (Dan Olivares)2009-08-071-2/+8
| | | | 256m limitation within the OpenSimulator framework, however, the LLClient ClientView does not support regions larger then 256 meters so, if you try and make your region larger by setting Constants.RegionSize = 512; in OpenSim.Framework.Constants.cs, the terrain will not display on clients using the LLUDP protocol
* * Created a way that the OpenSimulator scene can ask the physics scene to do ↵Teravus Ovares2009-07-191-0/+2
| | | | | | | | | a raycast test safely. * Test for prim obstructions between the avatar and camera. If there are obstructions, inform the client to move the camera closer. This makes it so that walls and objects don't obstruct your view while you're moving around. Try walking inside a hollowed tori. You'll see how much easier it is now because your camera automatically moves closer so you can still see. * Created a way to know if the user's camera is alt + cammed or just following the avatar. * Changes IClientAPI interface by adding SendCameraConstraint(Vector4 CameraConstraint)
* Formatting cleanup.Jeff Ames2009-06-101-1/+1
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* Minor: Change OpenSim to OpenSimulator in older copyright headers and ↵Jeff Ames2009-06-012-2/+2
| | | | LICENSE.txt.
* cleaning out warnings.Dr Scofield2009-05-223-32/+32
| | | | | | NOTE: we currently have a gazillion warnings caused stuff flagged as "obsolete" (OGS1 stuff) --- what's up with that?
* * Remove some super experimental stuff in BulletDotNETPlugin since it was ↵Teravus Ovares2009-04-162-3/+3
| | | | | | | causing issues. * Tweak the ODEPrim PID a bit more.
* * Committing more BulletDotNETPlugin workTeravus Ovares2009-04-162-1/+29
| | | | | | * Tweak the LLSetStatus results in the ODEPlugin. Hopefully it's a little less unstable. * ODEPlugin is using experimental math for LLSetStatus, use with caution! :)
* * BulletDotNETPlugin supports Axis lock (LLSetStatus) from the script engine ↵Teravus Ovares2009-04-111-2/+93
| | | | now.
* * Instead of referencing mesh stuff in the physics plugin.. change the IMesh ↵Teravus Ovares2009-04-111-14/+14
| | | | Interface. (blame prebuild)
* * Adds Physical/Active Linkset support to BulletDotNETPluginTeravus Ovares2009-04-101-108/+268
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* * Tweak the character controller some moreTeravus Ovares2009-04-102-191/+348
| | | | | | | * Add cursory integration with script engine. * LLMoveToTarget, LLSetBouyancy, LLSetStatus (Physical only), LLApplyImpulse, LLApplyTorque, LLPushObject.. etc. * Still missing linked physical active and LLSetStatus with an axis lock.
* * Whoops, never saved the BulletDotNETScene.. Last commit continued.....Teravus Ovares2009-04-091-1/+1
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* * Changes the timstep of the bullet world Teravus Ovares2009-04-092-11/+12
| | | | | | | | * Enables border crossings when using the BulletDotNETPlugin * Enabled variable time steps in BulletDotNETPlugin * Still no 'linked physical objects' yet * Still no script engine integration
* * Tweak the BulletDotNETPlugin character controller so it feels more finished.Teravus Ovares2009-04-072-3/+20
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* * This fixes BulletDotNET so it can now be used on linux.Teravus Ovares2009-04-071-0/+2
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* * BulletDotNET Updates. Teravus Ovares2009-04-072-59/+219
| | | | | * Should react somewhat normally to editing, and setting physics now.
* Add copyright headers, formatting cleanup.Jeff Ames2009-04-064-4/+86
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* * Fixing SVN propertiesTeravus Ovares2009-04-056-4031/+4031
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* * Committing what I have on the BulletDotNETPlugin that I have so far. Teravus Ovares2009-04-056-0/+4033
* It's not ready to try. It doesn't do what you expect in many ways. * It throws errors and prints jibberish on the console * Test it out only if you're brave and you've backed up first. * The opensim.ini line is physics = BulletDotNETPlugin