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* remove some MegaRegions code from physicsUbitUmarov2016-09-011-19/+0
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* change bullet relative velocity sign to match ubOdeUbitUmarov2016-07-251-1/+1
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* add EngineName also to the othersUbitUmarov2016-07-041-0/+6
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* CR safari. Remove gratuitious CRs in some filesMelanie Thielker2016-04-071-56/+56
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* BulletSim: use the new 'setAvatarSize' physics call introduced in 0.9.Robert Adams2016-03-063-91/+129
| | | | | | 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: Send out avatar position update if velocity is now zeroRobert Adams2016-03-061-1/+1
| | | | | and it wasn't zero last tick. This will prevent some avatar creeping. Adjust BulletSim default avatar velocity zeroing so the avatar stops sooner.
* Pushed AssemblyVersion up to VersionInfo, so that we don't need to do global ↵Diva Canto2016-02-211-1/+1
| | | | replace anymore.
* BulletSim: increase default value of AvatarStopZeroThreshold as this reducesRobert Adams2016-01-201-1/+1
| | | | | the occurance of stopped avatar drifting in the viewer. Not sure why but this is a short term fix while investigation continues.
* BulletSim: make collision sounds work most of the time. Seems that collisionsRobert Adams2016-01-193-5/+9
| | | | | usually stop the collider so velocity is often small. Also remove some chatty debug messages.
* BulletSim: add stationary suppression on AddForce application. This enablesRobert Adams2016-01-181-0/+4
| | | | small pushing of avatars (Mantis 7779).
* BulletSim: fix problem of not zeroing motion when stationary (drift problem fromRobert Adams2016-01-181-66/+40
| | | | | Mantis 7813). Redo Z computations for movement. Clean up code to simplify tests. Add function to suppress stationary tests unless velocity drops.
* BulletSim: change method signatures for internal AddForce methods to removeRobert Adams2016-01-186-17/+21
| | | | | | 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: revert avatar stationary testing for having slight velocity.Robert Adams2016-01-181-5/+14
| | | | | This fix causes drift (Mantis 7813). This revision will rebreak pushing (Mantis 7779) but drifting is bad and pushing will be fixed in future commits.
* BulletSim: fix Mantis 7798: land collisions not working.Robert Adams2016-01-101-2/+6
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* BulletSim: tweaking so avatar can be pushed. In particular, llPushObject,Robert Adams2016-01-105-18/+57
| | | | which called BSCharacter.AddForce, can now move a character.
* improve a bit llpushobject on avatars using bullet, but force is ignored a ↵UbitUmarov2015-12-121-0/+8
| | | | few seconds after a movement comand. RAdams plz take a look
* BulletSim: fix collision sound calculation. Modify some routines to makeRobert Adams2015-11-304-20/+27
| | | | | | collider and collidee clearer. Also fix (when did it break?) avatars not moving if standing on a moving object. Now friction will move avatars if standing on a disc or the top of a train.
* let Bullet do collision sounds (RAdams plz fix the relative speed)UbitUmarov2015-11-291-1/+8
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* remove the use of Vector3 for axis locks on the rest of enginesUbitUmarov2015-10-212-6/+6
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* On to 0.8.3!Diva Canto2015-10-181-1/+1
| | | | | Conflicts: OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs
* Implement an overridable implementation of PhysicsActor.SetVehicle()Robert Adams2015-10-021-0/+53
| | | | | | | that works for all physics engines. BulletSim: implement an optimized version of SetVehicle() that still uses the vehicle code to do bounds checking but does it in one taint operation.
* add get method on physics actors PIDHoverActiveUbitUmarov2015-09-302-1/+5
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* recover bulletS fps math change lost in mergeUbitUmarov2015-09-171-2/+3
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* demote ConvexDecompositionDotNet to a simple dll, i had made it a region moduleUbitUmarov2015-09-092-2/+2
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* a mess with Modules and ModuleUbitUmarov2015-09-084-6/+5
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* fix some compileUbitUmarov2015-09-083-3/+3
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* Merge of ubitworkvarnew with opensim/master as of 20150905.Robert Adams2015-09-081-2/+4
| | | | | | | | This integrates the OpenSim refactoring to make physics, etc into modules. AVN physics hasn't been moved to new location. Does not compile yet. Merge branch 'osmaster' into mbworknew1
* Fixes a problem with Bullet physics when it is configured to run on a ↵Diva Canto2015-09-041-0/+2
| | | | separate thread.
* Moved ExtendedPhysics from OptionalModules to Bullet project, because it's ↵Diva Canto2015-09-014-4/+622
| | | | very much an optional Bullet feature. This way, Bullet doesn't need to depend on the OptionalModules dll. No changes in configs or behavior.
* Deleted physics plugin classes.Diva Canto2015-08-312-77/+1
| | | | More unit tests fixed.
* Physics refactoring: all unit tests pass.Diva Canto2015-08-312-3/+3
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* First commit where physics work as region module.Diva Canto2015-08-312-9/+23
| | | | | Moved all physics dlls out of Physics and into bin directly, so they can be found by the module loader. Removed call to PhysicsPluginManager.
* All physics plugins are now region modules. Compiles but doesn't run.Diva Canto2015-08-317-1007/+1052
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* Fixed a namespace dependency. Also started preparing prebuild.xml for making ↵Diva Canto2015-08-312-2/+2
| | | | physics region modules.
* More namespace and dll name changes. Still no functional changes.Diva Canto2015-08-3022-22/+22
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* Renamed the namespaces tooDiva Canto2015-08-3041-70/+70
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* Major renaming of Physics dlls / folders. No functional changes, just renames.Diva Canto2015-08-3043-0/+22468