| Commit message (Collapse) | Author | Age | Files | Lines |
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to check for border crossings based on the size of the region.
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LocalID of object which created the taint.
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and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
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should be.
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don't happen until the object is completely initialized.
This fixes the problem of doing a teleport while the simulator is running.
The destruction of the physical object while the engine is running means
that the physics parameter update would overwrite the new position of the
newly created avatar.
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is not with a volume detect object.
This fixes a problem of avatars trying to step over a volume detect object
that they collide with. This appeared as the avatar popping up as it started
to step up but then continuing on since the object wasn't physically interacting.
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and processing routines in BulletSim.
Add linkset rebuild/conversion routine in BSLinkset.
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Reduce object density by factor of 100 to bring physical mass computations
into a range better suited for Bullet.
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enabled.""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a.
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BSPrimLinkable""
Found that the vehicle movement problem was not caused by these physics changes.
This reverts commit c45659863d8821a48a32e5b687c7b2a6d90b0300.
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The changes don't seem to be ready for prime time.
This reverts commit b4c3a791aa55390bff071b3fe4bbe70c1d252703.
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The changes don't seem to be ready for prime time.
This reverts commit acb7b4a09ad564d1dfae3ad12adbb593ca3942c9.
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into the linkset implementation classes.
Add HasSomeCollision attribute that remembers of any component of
a linkset has a collision.
Update vehicle code (BSDynamic) to use the HasSomeCollision in place of
IsColliding to make constraint based linksets properly notice the ground.
Add linkset functions to change physical attributes of all the members
of a linkset.
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inconsistant use of Raw* and _* conventions.
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Default off, for the moment, until more testing.
Add separate thread and center-of-mass flags to OpenSimDefaults.ini.
Clean up comments in OpenSimDefaults.ini.
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Update TODO list.
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that need it to look it up.
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There is still some overshoot but mostly fixes Mantis 6693.
Fix bug where moveToTarget was active for non-physical objects
and while selected.
Fix bug where move target was not getting changed if the script
changed the target during a move.
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thread. Off by default until more testing.
Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics
engine to be called on its own thread and the heartbeat thread only
handles the reporting of property updates and collisions. Physics frame
rate is about right but physics execution time goes to zero as accounted
by the heartbeat loop.
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Some vehicle scripts change type on the fly as an easy way of setting
all the parameters (like a plane changing to a car when on the ground).
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addition to angular movement. Not enabled by anything yet.
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Rebuild compound linkset of any child in the linkset changes shape.
Comments and better detailed logging messages.
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Properly rebuilds collision caches.
Release asset data fetched when building mesh or hulls.
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changes.
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'm_physicsScene' to match coding conventions and reduce confusion.
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from BSShapeCollection. Using BSShape* classes to hold references to shape. Simplified shape dependency callbacks. Remove 'PreferredShape' methods and have each class specify shape type. Disable compound shape linkset for a later commit that will simplify linkset implementation.
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of both position change and up force that move avatars over barrier.
Default parameters are for steps up to 0.5m in height.
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Fix a few enabling problems.
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physical object and into actors for setForce, setTorque, hover, lock
axis and avatar move.
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up the vehicle actor.
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Add first 'actor' for locked axis.
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requested quicker than the asset fetcher returns and thus falsely reporting that an asset was not fetched and defaulting the assset to a bounding box.
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contact processing threshold for static object as well as mesh terrain.
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maximum velocity and angular velocity values for prims.
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be fetched.
Update TODO list.
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to eliminate some of the "cannot find terrain height" warning messages.
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by default. Like more debugging is needed.
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they stop moving.
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funny unit that is 100 times real density (default 1000).
Fix avatar drifting slowly when stationary flying.
Fix for physical prims getting corrected for being under terrain when it was
just its geometric center that was below terrain.
Add PreUpdatePropertyAction allowing plugable modifiction of phys
parameters returned from Bullet.
Fix an exception setting GravityMultiplier on initialization.
Update DLLs and SOs for good measure (no functional change).
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simulator to update info.
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layers for physical (vs simulator) location displacement and linksets.
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dialog setting of friction, restitution, ... working.
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prim body is initialized.
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when individual child pos/rot changes were implementated a week or so ago.
Remove some passing of inTaintTime flag when it was never false.
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physical by delaying setting until pre-step time. Change vehicle.Refresh()
to schedule the pre-step setting.
Comments and updating of TODO list.
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for physical objects. Non-physical objects can go anywhere they want.
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