Commit message (Collapse) | Author | Age | Files | Lines | |
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* | BulletSim: add clock and change logic for taint processing a little | Robert Adams | 2017-08-28 | 1 | -3/+3 |
| | | | | | so taints check if they are not in simulation time and execute immediately if not. | ||||
* | Massive tab and trailing space cleanup | Melanie Thielker | 2017-01-05 | 1 | -5/+5 |
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* | BulletSim: update avatar velocity setting to the new TargetVelocity pattern. | Robert Adams | 2016-11-13 | 1 | -26/+19 |
| | | | | | | | Now PhysicsActor.Velocity.set and PhysicsActor.SetMomentum do the same thing of setting the instantanious avatar velocity. PhysicsActor.TargetVelocity sets a velocity target and the movement motor is used to accelerate the' avatar to that velocity. | ||||
* | BulletSim: zero velocity target when setting velocity through the | Robert Adams | 2016-10-03 | 1 | -1/+11 |
| | | | | SetMomentum method. | ||||
* | BulletSim: fix problem with avatar velocity going to zero when flying across | Robert Adams | 2016-09-30 | 1 | -15/+4 |
| | | | | | | region boundries. Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and have both BSPrim and BSCharacter share the code. | ||||
* | BulletSim: use the new 'setAvatarSize' physics call introduced in 0.9. | Robert Adams | 2016-03-06 | 1 | -89/+124 |
| | | | | | | This disables all the avatar size fudge numbers previously used by BulletSim. If you have your region tuned to the old way, set "[BulletSim]AvatarUseBefore09SizeComputation=true" in your INI files. | ||||
* | BulletSim: make collision sounds work most of the time. Seems that collisions | Robert Adams | 2016-01-19 | 1 | -0/+1 |
| | | | | | usually stop the collider so velocity is often small. Also remove some chatty debug messages. | ||||
* | BulletSim: add stationary suppression on AddForce application. This enables | Robert Adams | 2016-01-18 | 1 | -0/+4 |
| | | | | small pushing of avatars (Mantis 7779). | ||||
* | BulletSim: change method signatures for internal AddForce methods to remove | Robert Adams | 2016-01-18 | 1 | -4/+4 |
| | | | | | | confusion about push forces. The latter is an external, physics engine interface feature (the force parameter has a different unit if pushing vs adding force) and that distinction is not used internally. | ||||
* | BulletSim: tweaking so avatar can be pushed. In particular, llPushObject, | Robert Adams | 2016-01-10 | 1 | -6/+12 |
| | | | | which called BSCharacter.AddForce, can now move a character. | ||||
* | improve a bit llpushobject on avatars using bullet, but force is ignored a ↵ | UbitUmarov | 2015-12-12 | 1 | -0/+8 |
| | | | | few seconds after a movement comand. RAdams plz take a look | ||||
* | remove the use of Vector3 for axis locks on the rest of engines | UbitUmarov | 2015-10-21 | 1 | -1/+1 |
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* | More namespace and dll name changes. Still no functional changes. | Diva Canto | 2015-08-30 | 1 | -1/+1 |
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* | Renamed the namespaces too | Diva Canto | 2015-08-30 | 1 | -2/+2 |
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* | Major renaming of Physics dlls / folders. No functional changes, just renames. | Diva Canto | 2015-08-30 | 1 | -0/+813 |