| Commit message (Collapse) | Author | Age | Files | Lines |
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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.
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subclass for PID error correction.
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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.
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properties after the destroy object taint has happened.
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absolute collections.
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grouped better in the log output.
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Bullet will scale the movement by the time slice. Restore LIMIT_MOTOR_UP to definitition of BOAT simce some vehicle engines use it even for land vehicles. Push vehicle parameter updates through the regular property update to solve vehicles floating off when they should be stopped.
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'using' requirements so testing framework is less complicated.
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friction.
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Properly limit *_MOTOR_DECAY_TIMESCALE to 120 as per specs.
Invode BSDynamics.Refresh() when vehicle type is changed. Previously
the vehicle properties weren't getting set because the physical
properties were set before the vehicle type was set.
Add a "use name" to BSMotors for identification while debugging.
Correct current and target confusion in BSVMotor design.
Rename CurrentValueReductionTimescale to FrictionTimescale.
Event more detailed logging.
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manual code for vehicles and add PID functionality to avatar movement.
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