| Commit message (Collapse) | Author | Age | Files | Lines |
|
|
|
|
|
|
|
| |
It originally looked like mesh terrain would perform better for vehicles
but, after much use, heightmap is the clear winner.
Force terrain implementation to heightmap if the physics region is
larger than legacy region size. This solves running out of memory for
very large regions.
|
|\
| |
| |
| |
| |
| |
| |
| |
| | |
Conflicts:
OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
OpenSim/Region/Framework/Scenes/SceneBase.cs
OpenSim/Services/Interfaces/IGridService.cs
OpenSim/Services/LLLoginService/LLLoginResponse.cs
(conflicts were debug statements that are commented out in master branch)
|
| |
| |
| |
| |
| |
| | |
(like sitting on and activating a vehicle) and crossing borders.
This keeps better bookkeeping on compound shapes so BulletSim can
identify them when being freed.
|
| |
| |
| |
| | |
with a passed region size. This time in the map code and grid services code.
|
| |
| |
| |
| |
| |
| | |
physics engine.
Older physics engines will default to the legacy region size.
Update BulletSim to use the new region size information.
|
|/
|
|
| |
to check for border crossings based on the size of the region.
|
| |
|
|
|
|
|
|
| |
static objects.
Reorder collision flag setting code for terrain to fit pattern used elsewhere.
|
|
|
|
|
|
|
|
|
|
|
| |
the vehicle buoyancy if the vehicle is above its hover height.
This is a known misfeature of this vehicle flag which has been accepted
since it would break too many implementations. The problem is noticed
when creating a jetski-like vehicle that jumps over sand bars. A boat
normally is configured with neutral buoyancy and hovering at water
height. When it jumps the sandbar, it needs to have gravity applied
to get back to water level.
|
| |
|
| |
|
|
|
|
|
|
| |
Add parameter for setting the walking stopped threshold.
This fixes the slight jump when an avatar stops walking.
|
|
|
|
|
| |
This fixes a movement jitter that happens when an avatar is standing on a
tilted surface.
|
|
|
|
| |
This fixes constraints from getting messed up when properties change.
|
|
|
|
|
|
| |
Add proxy cache clearing when some properties are changed. This fixes
a problem where objects would stop colliding of they were moved
with setPosition mulitple times.
|
|
|
|
| |
equilibrium point in the physics engine constraint.
|
|
|
|
|
| |
Add specific error warnings for mis-matched parameter types in extended
physics functions.
|
|
|
|
| |
parameters that control multiple axis. Add useLinearReferenceFrameA constraint parameter.
|
|
|
|
| |
for spring constraints. Renumber parameter ops since I can as no one is using them yet.
|
|
|
|
| |
Add setting of linkset type to physChangeLinkParams. Lots of detail logging for setting of linkset constraint parameters.
|
| |
|
|
|
|
| |
Update routines to use the new parameters list from above change.
|
|
|
|
| |
LocalID of object which created the taint.
|
|
|
|
| |
and array of objects rather than a mixture of parameters and array. Makes understanding and parsing what is being passed much easier.
|
|
|
|
| |
SL heights. Correct BSParam avatar height defaults to be what's in OpenSimDefaults.ini.
|
|
|
|
| |
implementation of physChangeLinkParams() in BSLinksetConstraint.
|
|
|
|
| |
as case variables in switch statements.
|
|
|
|
| |
constraints. Not fully functional. Remove double definition of ExtendedPhysics parameters by having BulletSim reference the optional module (addition to prebuild.xml and usings).
|
|
|
|
| |
spaces better. This shouldn't affect many since this HACD routine is off by default.
|
|
|
|
| |
constraint. Add implementation to create spring constraint. Send up property updates for linkset children at the end of flexible linkset links. The simulator probably doesn't do the right thing yet.
|
|
|
|
| |
the linkset physics at next PostTaint time. Replace the existing calls to ScheduleRebuild to be calls to Refresh(). This allows external routines to make changes to parameters and then cause the linkset to rebuild.
|
|
|
|
| |
linkset's link back to a fixed, non-moving connection.
|
|
|
|
| |
should be.
|
|
|
|
| |
constraints.
|
| |
|
| |
|
| |
|
| |
|
|
|
|
| |
Attempt to fix Mantis 6740 (http://opensimulator.org/mantis/view.php?id=6740).
|
|
|
|
|
|
| |
should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs.
* Fixed a null ref during shutdown.
|
|
|
|
|
|
|
| |
Normally, avatar motion is zeroed if colliding with a stationary object so
they don't slide down hills and such. Without volume detect check this also
allowed avatars to stand on volume detect objects and to have some jiggling
when they were in the volume detect object. This commit fixes both.
|
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
taint time. Attempt to fix a problem of teleporting within the same
region where the remove and addition of the physical avatar occasionally
ends up with a non-moving avatar.
|
|
|
|
|
|
|
|
| |
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.
|
|
|
|
|
|
| |
This fixes the problem of avatars bouncing when logged in.
Added a little height to the avatar height fudges to eliminate a problem
of feet being in the ground a bit.
|
|
|
|
| |
of linkset children while iterating through the list.
|
|
|
|
|
| |
and processing routines in BulletSim.
Add linkset rebuild/conversion routine in BSLinkset.
|
|
|
|
|
|
| |
for each link in a linkset.
Extend BSLinksetConstraint to create and use BSLinkInfo with the default
static constraint.
|
|
|
|
|
|
| |
a linkset. Enables constraint based linksets.
Rename some internal variables to clarify whether values world or
vehicle relative.
|
|
|
|
| |
the simulator expects it (scaled to 100kg/m^3).
|