| Commit message (Collapse) | Author | Age | Files | Lines |
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Major rework of terrain management which finally makes mega-regions work.
Update heightmap of terrain by rebuilding the terrain's body and shape.
There is a problem with just replacing the shape so this workaround
will do for the moment but it will need to be resolved for
mesh and hull switching.
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Update DLL API for new terrain and shape/body pattern methods.
Terrain creation and modification uses new shape/body pattern.
Move debug logging callback set to initialization call so logging
is per physics engine.
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Moved all terrain code out of BSScene and into new BSTerrainManager.
Added logic to manage multiple terrains for mega-regions.
Added new functions to BulletSimAPI to match the library.
Moved all of the terrain creation and setup logic from C++ code to C# code.
The unused code has not yet been removed from either place. Soon.
Moved checks for avatar above ground and in bounds into BSCharacter.
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BSLinkset only know of BSPhysObject's and there is only one list to search in BSScene.
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no effect on non-logging running.
Capture region name that is passed to the physics engine and use
it for detail logging file name prefix.
Fix problem with avatars dropping when flying across region boundries.
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and then commenting out most of the additions.
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debugging.
Linkset bugs fixed where accounting of children would get lost.
Moved scene based vehicle tracking logic from prim to the scene.
Added GetCollisionFlags2 method to BulletSimAPI.
Updated DLLs and SOs.
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linksets that were caused by checking data structures that are changed regularly from taint time code -- resulted in linksets not being unlinked properly.
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happen when the taint is invoked can be debugged
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terrain
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This also fixes computation of avatar mass.
Added parameter MaxPersistantManifoldPoolSize.
Fixed a parameter setting bug which caused crashes of there were
more than 400 or so physical objects. I tested up to 5000.
Updated BulletSim DLLs and SOs.
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multiple buoyancy settings when character flying. Remove chatty log message on prim destruction.
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collisions on objects that don't care are not reported up.
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Add interface 2 enhancements to BSCharacter.
Modify AddForce and SetForce to use the new Bullet interface.
More DetailLog statements for character.
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Cleaned up code and got rid of compile warnings.
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the simulator in batches.
More comments.
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It seems that ODE calls the avatar collision handling routine even
if there are no collisions. This causes the animation to be updated.
So, for instance, going from HOVER to FLY is caused by the physics engine
calling the collision routine each frame with 0 collisions.
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friction and restitution runtime settable parameters.
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buoyancy for flying. Tweek avatar default friction and resititution
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value tuning
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Fix folding feet by using collision normals.
Add constraint specification.
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