Commit message (Collapse) | Author | Age | Files | Lines | |
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* | a few more changes on avatar collider | UbitUmarov | 2012-12-11 | 2 | -299/+363 |
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* | create a new ode character also with the new information | UbitUmarov | 2012-12-07 | 3 | -5/+20 |
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* | *TEST* Use new avatar size in ubitODE. | UbitUmarov | 2012-12-07 | 3 | -4/+50 |
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* | avatar collision plane send to viewer is only relative to feet. change | UbitUmarov | 2012-12-05 | 3 | -101/+74 |
| | | | | avatar collider, just rounding the boxes, etc | ||||
* | move characters (avatars) to own collision space, also fixing a problem | UbitUmarov | 2012-12-04 | 3 | -14/+47 |
| | | | | with previus code that was still assuming the avatar is g2 | ||||
* | raise standing avatar a bit to reduce knees bending on some collisions. | UbitUmarov | 2012-12-04 | 1 | -4/+4 |
| | | | | reduce head size a bit | ||||
* | Merge branch 'avination' into ubitwork | Melanie | 2012-12-03 | 3 | -102/+367 |
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| * | *TEST* diferent avatar collider | UbitUmarov | 2012-12-03 | 2 | -101/+337 |
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| * | fix vertex rounding direction | UbitUmarov | 2012-12-03 | 1 | -1/+8 |
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| * | *TEST* reduce all mesh vertices resolution to 1e-5. This reduces number | UbitUmarov | 2012-12-03 | 1 | -0/+16 |
| | | | | | | | | of unique vertices only originated by math errors in PrimMesher | ||||
| * | adjust avatar standing Z position | UbitUmarov | 2012-12-03 | 1 | -5/+11 |
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* | | don't zero constant force and torque in selection | UbitUmarov | 2012-11-24 | 1 | -6/+6 |
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* | Merge branch 'master' into careminster | Melanie | 2012-11-22 | 11 | -54/+54 |
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| * | Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because it | Melanie | 2012-11-22 | 11 | -54/+54 |
| | | | | | | | | conflicts with PhysicsShape type defined in later libOMV | ||||
* | | Merge branch 'master' into careminster | Melanie | 2012-11-22 | 12 | -321/+713 |
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| * | BulletSim: Make avatar capsule so it is not circular. | Robert Adams | 2012-11-21 | 6 | -21/+39 |
| | | | | | | | | | | | | | | | | | | Simple attempt to make avatars better shaped. Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth' and 'avatarCapsuleDepth'. More tweeking to avatar height calculation. A little better but short avatar's feet are above the terrain and tall avatar's feet are a little below the ground. | ||||
| * | BulletSim: Properly position mesh terrain on creation (fixes terrain not ↵ | Robert Adams | 2012-11-21 | 2 | -76/+44 |
| | | | | | | | | appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages. | ||||
| * | BulletSim: add terrainImplementation parameter with default to Mesh. | Robert Adams | 2012-11-21 | 3 | -5/+46 |
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| * | BulletSim: fix line endings to be all Linux style (windows style keeps ↵ | Robert Adams | 2012-11-21 | 2 | -454/+454 |
| | | | | | | | | creeping in) | ||||
| * | BulletSim: enablement and debugging of mesh terrain. | Robert Adams | 2012-11-21 | 4 | -36/+253 |
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| * | BulletSim: pull heightmap implementation out of the terrain manager so a ↵ | Robert Adams | 2012-11-21 | 4 | -181/+327 |
| | | | | | | | | mesh terrain can be implemented. | ||||
| * | BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵ | Robert Adams | 2012-11-21 | 4 | -8/+8 |
| | | | | | | | | having mesh avatars. | ||||
| * | BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is ↵ | Robert Adams | 2012-11-21 | 3 | -20/+22 |
| | | | | | | | | getting simplified out of existance someday) and update all the references to same. | ||||
| * | BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵ | Robert Adams | 2012-11-21 | 9 | -66/+67 |
| | | | | | | | | getting simplified out of existance someday) and update all the references to that enum. | ||||
| * | BulletSim: change PositionSanityCheck to apply a force to correct position ↵ | Robert Adams | 2012-11-21 | 2 | -33/+30 |
| | | | | | | | | corrections (below ground and floating). | ||||
| * | BulletSim: tweek avatar capsule parameters so avatar feet don't go below ↵ | Robert Adams | 2012-11-21 | 2 | -8/+10 |
| | | | | | | | | ground. This solves the bouncing, short avatar problem (Mantis 6403). | ||||
* | | Merge branch 'master' into careminster | Melanie | 2012-11-19 | 6 | -352/+220 |
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| * | BulletSim: Use base class constructors for initialization of BSShape and ↵ | Robert Adams | 2012-11-18 | 4 | -216/+214 |
| | | | | | | | | other classes. | ||||
| * | BulletSim: fix the problem with flying being disabled when crossing region ↵ | Robert Adams | 2012-11-18 | 1 | -2/+6 |
| | | | | | | | | boundries. | ||||
| * | BulletSim: remove the obsolete interface to the Bullet code. Update ↵ | Robert Adams | 2012-11-18 | 1 | -134/+0 |
| | | | | | | | | BulletSim libraries with code stripped of the obsolete code. | ||||
* | | Merge branch 'avination' into careminster | Melanie | 2012-11-17 | 1 | -2/+2 |
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| * | | add debug position on bad primmesh error | UbitUmarov | 2012-11-02 | 1 | -2/+2 |
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* | | | Merge branch 'master' into careminster | Melanie | 2012-11-15 | 7 | -9/+75 |
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| * | | Added AssemblyInfos to every dll in the OpenSim.Region namespace. | Diva Canto | 2012-11-14 | 6 | -4/+70 |
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| * | | Updated all existing AssemblyVersions's to 0.7.5.*. Many DLLs still don't ↵ | Diva Canto | 2012-11-13 | 5 | -5/+5 |
| | | | | | | | | | | | | have an AssemblyInfo file. | ||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-11-09 | 1 | -1/+15 |
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| * | | ODECharacter overrides TargetVelocity. No change to existing behavior | Dan Lake | 2012-11-08 | 1 | -1/+15 |
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* | | | Merge branch 'master' into careminster | Melanie | 2012-11-08 | 11 | -105/+593 |
|\ \ \ | |/ / | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Gods/GodsModule.cs | ||||
| * | | BulletSim: add skeleton classes for shape objectification. This will ↵ | Robert Adams | 2012-11-07 | 1 | -0/+213 |
| | | | | | | | | | | | | eventually replace all the if's and switches in ShapeCollection with polymorphism. | ||||
| * | | BulletSim: add classes for physics motors. Eventually these will replace the ↵ | Robert Adams | 2012-11-07 | 1 | -0/+104 |
| | | | | | | | | | | | | manual code for vehicles and add PID functionality to avatar movement. | ||||
| * | | BulletSim: many changes to tune vehicles for BulletSim. | Robert Adams | 2012-11-06 | 1 | -63/+161 |
| | | | | | | | | | | | | | | | | | | | | | | | | The problem left is that the vehicle sitting on something needs to press down for gravity and what its sitting on pushes up so the vehicle does not penetrate. The effect is Bullet calculates a lot of random angular motion for the vehicle. Various schemes of damping and zeroing has not resolved the problem. | ||||
| * | | BulletSim: Add ZeroAngularMotion method to physical objects. Add inTaint ↵ | Robert Adams | 2012-11-06 | 4 | -28/+82 |
| | | | | | | | | | | | | flag to ZeroMotion method. Update the references to those functions. | ||||
| * | | BulletSim: remove limit on taints that can happen before a step. Remove some ↵ | Robert Adams | 2012-11-06 | 1 | -12/+16 |
| | | | | | | | | | | | | debugging code (detail log flushing). | ||||
| * | | BulletSim: recalculate the compound shape bounding box when built. | Robert Adams | 2012-11-06 | 1 | -0/+2 |
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| * | | BulletSim: only compute linkset mass when membership changes rather than ↵ | Robert Adams | 2012-11-06 | 1 | -2/+6 |
| | | | | | | | | | | | | everytime someone asks for it. | ||||
| * | | BulletSim: Add separate linear and angular damping function calls. Add ↵ | Robert Adams | 2012-11-06 | 1 | -0/+9 |
| | | | | | | | | | | | | function for recalculating compound shape bounding box. | ||||
* | | | Merge branch 'master' into careminster | Melanie | 2012-11-04 | 15 | -843/+1583 |
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| * | | BulletSim: fix compound linkset crash by not freeing shape of child prims. | Robert Adams | 2012-11-03 | 6 | -17/+25 |
| | | | | | | | | | | | | | | | Remove all compilation warnings (mostly 'protected' in sealed classes.) Add the dynamicAabbEnable parameter to creation of compound shapes. | ||||
| * | | BulletSim: search the mesh and hull lists to find shapes if type is not ↵ | Robert Adams | 2012-11-03 | 4 | -20/+96 |
| | | | | | | | | | | | | known. This makes sure the correct accounting is done for the particular shape. | ||||
| * | | BulletSim: Move construction of compound linkset from ShapeCollection | Robert Adams | 2012-11-03 | 3 | -61/+120 |
| | | | | | | | | | | | | | | | | | | | | | into LinksetCompound where it should be. Create meshes for native shapes when part of a compound linkset because scale is currently per object and not per collision shape. Don't schedule a LinksetCompound refresh if just changing properties. |