Commit message (Collapse) | Author | Age | Files | Lines | |
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* | Merge commit '68c8633ba18f0a11cfc0ed04d1d0c7c59e6cec76' | Melanie Thielker | 2014-06-21 | 5 | -25/+40 |
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| * | BulletSim: create axis lock constraint with proper orientation and | Robert Adams | 2013-04-02 | 1 | -4/+2 |
| | | | | | | | | enable axis lock functionality. | ||||
| * | BulletSim: update unmanaged API for HACD parameter passing. Bullet HACD | Robert Adams | 2013-04-01 | 3 | -6/+20 |
| | | | | | | | | | | mesh to hull conversion calls in place but code not working. Update BulletSim DLLs and SOs for new API and HACD code. | ||||
| * | BulletSim: rearrange mega-region terrain code to make the thread flow | Robert Adams | 2013-04-01 | 1 | -15/+18 |
| | | | | | | | | a little clearer. | ||||
* | | Merge commit '84eb25da23765b3a4f7ae5513e8a238680bb99f2' | Melanie Thielker | 2014-06-21 | 10 | -193/+493 |
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| * | BulletSim: stop an avatar from moving if standing on a stationary | Robert Adams | 2013-03-31 | 1 | -1/+8 |
| | | | | | | | | | | | | object. This will stop avatars from sliding down steep terrains or objects while still allowing an avatar to be moved if standing on a moving object. | ||||
| * | BulletSim: not quite functional axis lock code. | Robert Adams | 2013-03-31 | 5 | -35/+43 |
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| * | BulletSim: start the renaming of local variables to m_ form to match the ↵ | Robert Adams | 2013-03-31 | 1 | -23/+23 |
| | | | | | | | | OpenSim coding conventions. | ||||
| * | BulletSim: fix line endings in BSActor* | Robert Adams | 2013-03-31 | 2 | -291/+302 |
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| * | BulletSim: convert BSDynamic to a BSActor and change BSPrim to set | Robert Adams | 2013-03-31 | 5 | -112/+149 |
| | | | | | | | | up the vehicle actor. | ||||
| * | BulletSim: Add physical 'actors' that operate on the physical object. | Robert Adams | 2013-03-31 | 4 | -74/+311 |
| | | | | | | | | Add first 'actor' for locked axis. | ||||
* | | * This fixes the avatar stuck in objects on login and teleport by gently ↵ | teravus | 2013-05-14 | 1 | -0/+12 |
| | | | | | | | | | | | | applying an upward motion when stuck in things on the Z * Comments describe how it filters out good, normal collisions, from 'stuck' collisions.. It's especially sensitive in feetbox collisions since this is where normal collisions happen under usual circumstances. | ||||
* | | * Tweaks the hard cut to apply to collisions of Greater then Normal Z 0.95. ↵ | teravus | 2013-05-14 | 1 | -1/+27 |
| | | | | | | | | This fits within Ubit's framework of multi-body collisions, just moves the reactive force to the Midboxgeom(actual detection) instead of the bigbox geom(pre detection) | ||||
* | | Merge commit '6a9630d2bdc27ed702936f4c44e6978f728a9ef0' into careminster | Melanie | 2013-03-29 | 5 | -43/+64 |
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| * | BulletSim: fix race condition when creating very large mega-regions. | Robert Adams | 2013-03-28 | 5 | -22/+35 |
| | | | | | | | | | | | | | | | | The symptom was exceptions while creating physical terrain. Reduce default terrain mesh magnification to 2 from 3 because the higher resolution uses a lot of memory and doesn't solve the terrain smoothness for vehicles. Added comments here and there and improved some debugging log messages. | ||||
| * | BulletSim: tweaks to terrain boundry computation. No functional changes. | Robert Adams | 2013-03-28 | 1 | -21/+29 |
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* | | Merge branch 'master' into careminster | Melanie | 2013-03-27 | 1 | -52/+64 |
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| * | BulletSim: prevent asset fetching loop when the fetched asset fails to mesh. | Robert Adams | 2013-03-26 | 1 | -52/+64 |
| | | | | | | | | | | | | | | Check for the case where the fetched mesh asset fails meshing (degenerate triangles or no physical mesh). In this case, the asset is marked 'failed' and BulletSim doesn't keep trying to fetch over-and-over trying to get a good asset. | ||||
* | | Merge branch 'master' into careminster | Melanie | 2013-03-26 | 5 | -32/+158 |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs | ||||
| * | BulletSim: new algorithm for vertical attraction which uses quaternion | Robert Adams | 2013-03-25 | 1 | -3/+45 |
| | | | | | | | | | | arithmetic to compute the shortest path between the current tilt and vertical. | ||||
| * | BulletSim: small tweaks and formatting in the parameter fetching code. | Robert Adams | 2013-03-25 | 1 | -5/+16 |
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| * | BulletSim: fix possible race condition where an prim's asset can be ↵ | Robert Adams | 2013-03-25 | 3 | -11/+24 |
| | | | | | | | | 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. | ||||
| * | BulletSim: parameterize C# HACD hull creation. Add feature of reducing max ↵ | Robert Adams | 2013-03-25 | 2 | -14/+74 |
| | | | | | | | | hull count for simple (non-cut prims) meshes. | ||||
* | | Merge branch 'master' into careminster | Melanie | 2013-03-22 | 7 | -20/+213 |
|\ \ | |/ | | | | | | | Conflicts: OpenSim/Region/CoreModules/Avatar/Chat/ChatModule.cs | ||||
| * | BulletSim: change 'degenerate mesh' message from Error to Debug because there | Robert Adams | 2013-03-19 | 1 | -1/+1 |
| | | | | | | | | | | seem to be lots of sculpties with this problem while the condition really doesn't change region operation. | ||||
| * | BulletSim: code to generate a higher resolution terrain mesh. Parameter | Robert Adams | 2013-03-19 | 4 | -18/+189 |
| | | | | | | | | | | TerrainMeshMagnification controls number of vertices generated per heightmap point. Default is 3. | ||||
| * | BulletSim: add terrain contact processing threshold parameter. Initialize ↵ | Robert Adams | 2013-03-19 | 4 | -1/+23 |
| | | | | | | | | contact processing threshold for static object as well as mesh terrain. | ||||
* | | Merge commit '464201b41d5f5fdd7c88ab5e95dd7b6fbae6d766' into careminster | Melanie | 2013-03-19 | 2 | -16/+22 |
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| * | BulletSim: add INI parameter for angular banking timescale fudge parameter. | Robert Adams | 2013-03-16 | 2 | -7/+12 |
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| * | BulletSim: Working Implementation of Angular Banking for Vehicles (Not SL ↵ | Vegaslon | 2013-03-16 | 1 | -16/+17 |
| | | | | | | | | | | | | Grade, Other features when implemented should slow it down for now be Strong with Vertical Angular attraction setting and conservative with Angular Velocity on X axis) Signed-off-by: Robert Adams <Robert.Adams@intel.com> | ||||
* | | Merge branch 'master' into careminster | Melanie | 2013-03-15 | 1 | -1/+1 |
|\ \ | |/ | | | | | | | | | Conflicts: OpenSim/Framework/Servers/BaseOpenSimServer.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs | ||||
| * | BulletSim: Tweak vertical angular attraction to remove double ↵ | Vegaslon | 2013-03-15 | 1 | -1/+1 |
| | | | | | | | | | | | | VehicleOrientation application fixing the problem with the vertical attractor pushing vehicles nose first into ground when tilted on side. Signed-off-by: Robert Adams <Robert.Adams@intel.com> | ||||
* | | Merge branch 'avination' into careminster | Melanie | 2013-03-13 | 1 | -2/+2 |
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| * | | Spot fix the interpenetration issue. Thanks, Ter. | Melanie | 2013-03-12 | 1 | -2/+2 |
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| * | | Rename "Bounce" to "Restitution" in PhysicsActor as well. It appears these | Melanie | 2013-02-07 | 1 | -1/+1 |
| | | | | | | | | | | | | values are not even used. | ||||
* | | | Merge branch 'master' into careminster | Melanie | 2013-03-11 | 4 | -23/+117 |
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| * | | BulletSim: remove the ability for avatars to fly off the edge of | Robert Adams | 2013-03-09 | 4 | -23/+117 |
| | | | | | | | | | | | | | | | regions when there are no region neighbors. Add some terrain location processing routines to support above. | ||||
* | | | Merge branch 'master' into careminster | Melanie | 2013-03-08 | 1 | -2/+7 |
|\ \ \ | |/ / | | | | | | | | | | Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | ||||
| * | | Add regression test for presence crossing between regions on the same simulator. | Justin Clark-Casey (justincc) | 2013-03-06 | 1 | -2/+7 |
| | | | | | | | | | | | | Unlike a much earlier commented out version of this test, this is done in synchronous mode. | ||||
* | | | Merge branch 'master' into careminster | Melanie | 2013-03-01 | 4 | -15/+63 |
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| * | | BulletSim: more things into the TODO list. | Robert Adams | 2013-03-01 | 1 | -1/+6 |
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| * | | BulletSim: add parameters, code cleanup around checking and enforcing | Robert Adams | 2013-03-01 | 3 | -14/+57 |
| | | | | | | | | | | | | maximum velocity and angular velocity values for prims. | ||||
* | | | Merge branch 'master' into careminster | Melanie | 2013-02-27 | 2 | -8/+12 |
|\ \ \ | |/ / | | | | | | | | | | | | | | | | Conflicts: OpenSim/Framework/RegionLoader/Web/RegionLoaderWebServer.cs OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs OpenSim/Region/CoreModules/World/WorldMap/WorldMapModule.cs | ||||
| * | | BulletSim: fix crash around race condition when a mesh asset cannot | Robert Adams | 2013-02-26 | 2 | -8/+12 |
| | | | | | | | | | | | | | | | be fetched. Update TODO list. | ||||
* | | | Merge branch 'master' into careminster | Melanie | 2013-02-26 | 1 | -4/+6 |
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| * | | BulletSim: tweeks to make avatar jump work better. | Robert Adams | 2013-02-25 | 1 | -4/+6 |
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* | | | Merge branch 'master' into careminster | Melanie | 2013-02-22 | 17 | -494/+826 |
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| * | | BulletSim: add OutOfBounds logic and some position sanity checking | Robert Adams | 2013-02-21 | 5 | -33/+68 |
| | | | | | | | | | | | | to eliminate some of the "cannot find terrain height" warning messages. | ||||
| * | | Deleted all AssemblyFileVersion directives | Diva Canto | 2013-02-19 | 3 | -3/+3 |
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| * | | BulletSim: experimental lock axis code using constraints. Not enabled | Robert Adams | 2013-02-17 | 2 | -22/+74 |
| | | | | | | | | | | | | by default. Like more debugging is needed. |