Commit Graph

134 Commits

Author SHA1 Message Date
UbitUmarov
c8a1d7e5a7 workaround potencial memory leaks 2016-08-22 03:55:01 +01:00
UbitUmarov
6ad0f3250b fix ubOde prims unlink that got broken fixing sleeping bodies collisions, core removes and adds a prim with same LocalID not giving time for physics to actuly delete, so when it did it LocalID was lost 2016-08-19 21:28:40 +01:00
UbitUmarov
f1495cb237 ubOde reduce collision_start latency in same cases (only one collision happening and more than 50ms since last) 2016-08-17 22:34:21 +01:00
UbitUmarov
f387b93859 tell prim name on some more ubMeshmerizer error/warn messages 2016-08-09 11:59:27 +01:00
UbitUmarov
f7419ad52d ubOde revert making vehicle hover height disable hover. This at least breaks current scripts. wikis say it should, but makes no sense with vehicle type parameters defaults. Hover it again only disabled with timescale >300; handle llSameGroup on attachments 2016-08-06 05:21:15 +01:00
UbitUmarov
17cc238b44 ubOde a few changes to collisions reporting 2016-08-06 02:05:23 +01:00
UbitUmarov
2619005f46 also disable vehicle hover if its hover is set to zero 2016-08-04 17:17:16 +01:00
UbitUmarov
3f2291611f apply external forces and torque to vehicles also, as other engines do 2016-08-04 16:24:19 +01:00
UbitUmarov
2d8669ad39 reduce ubOde walking super climbers 2016-08-02 21:08:22 +01:00
UbitUmarov
67a32c91bb remove redundant check 2016-07-25 08:45:15 +01:00
UbitUmarov
fcdf0b00b1 add give a body to default rootVelocity 2016-07-25 07:24:39 +01:00
UbitUmarov
2548f240b5 add missing overrides 2016-07-25 07:18:23 +01:00
UbitUmarov
aa9503ab86 revert bad last changes and fix the issue another way 2016-07-25 07:06:36 +01:00
UbitUmarov
f661fdf2aa ubOde bug fix 2016-07-25 06:07:06 +01:00
UbitUmarov
e60dc305a4 change bullet relative velocity sign to match ubOde 2016-07-25 01:07:19 +01:00
UbitUmarov
42a072d181 preserve max relative velocity on a colision report time slice 2016-07-25 00:47:43 +01:00
UbitUmarov
0a9f06fda7 ubOde actually revert last change don't send unnecessary empty collisions, will patch it elsewhere 2016-07-24 22:33:31 +01:00
UbitUmarov
c303cf7412 ubOde still on relative velocity. Make ubOde report avatar empty collisions to tick events on core. Avn didn't require this, core should not require also (TODO) 2016-07-24 22:28:45 +01:00
UbitUmarov
a572a22dd9 ubOde try to improve contact velocity on first avatar collision with terrain 2016-07-24 21:29:34 +01:00
UbitUmarov
574b97d93d ubOde fix contact relative velocity sign 2016-07-24 21:16:14 +01:00
UbitUmarov
259824fbc4 add EngineName also to the others 2016-07-04 09:13:20 +01:00
UbitUmarov
2ebccbcd08 add EngineName also to old ODE 2016-07-04 08:55:19 +01:00
UbitUmarov
ac72598c6b add OSSL osGetPhysicsEngineName(). this returns a string with name and version. does no permition checks or it whould be less usefull ( only ubOde returns value) 2016-07-04 08:29:26 +01:00
UbitUmarov
ea140d7cac change ubOde module, hopefully for better handling of multiple scenes on same instance. ( may be broken now ) 2016-06-29 14:14:16 +01:00
Melanie Thielker
28fb722612 CR safari. Remove gratuitious CRs in some files 2016-04-07 19:53:56 +02:00
Robert Adams
be43fc2234 BulletSim: use the new 'setAvatarSize' physics call introduced in 0.9.
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.
2016-03-06 14:23:06 -08:00
Robert Adams
feb058f5c5 BulletSim: Send out avatar position update if velocity is now zero
and it wasn't zero last tick. This will prevent some avatar creeping.
Adjust BulletSim default avatar velocity zeroing so the avatar stops sooner.
2016-03-06 11:30:25 -08:00
Diva Canto
ab12a14279 Pushed AssemblyVersion up to VersionInfo, so that we don't need to do global replace anymore. 2016-02-21 11:14:02 -08:00
Robert Adams
66be75556b BulletSim: increase default value of AvatarStopZeroThreshold as this reduces
the occurance of stopped avatar drifting in the viewer. Not sure why but this
is a short term fix while investigation continues.
2016-01-20 06:35:53 -08:00
Robert Adams
33af419050 BulletSim: make collision sounds work most of the time. Seems that collisions
usually stop  the collider so velocity is often small.
Also remove some chatty debug messages.
2016-01-19 22:09:51 -08:00
Robert Adams
ddd59fab5f BulletSim: add stationary suppression on AddForce application. This enables
small pushing of avatars (Mantis 7779).
2016-01-18 10:50:28 -08:00
Robert Adams
5ed90b3921 BulletSim: fix problem of not zeroing motion when stationary (drift problem from
Mantis 7813). Redo Z computations for movement. Clean up code to simplify
tests. Add function to suppress stationary tests unless velocity drops.
2016-01-18 10:48:10 -08:00
Robert Adams
35d4298be6 BulletSim: change method signatures for internal AddForce methods to remove
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.
2016-01-18 07:02:48 -08:00
Robert Adams
fb57d31538 BulletSim: revert avatar stationary testing for having slight velocity.
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.
2016-01-18 07:00:50 -08:00
Robert Adams
22501ea06d BulletSim: fix Mantis 7798: land collisions not working. 2016-01-10 16:42:23 -08:00
Robert Adams
d4e88f8883 BulletSim: tweaking so avatar can be pushed. In particular, llPushObject,
which called BSCharacter.AddForce, can now move a character.
2016-01-10 14:53:55 -08:00
UbitUmarov
e2517b51f8 ubMeshmerizer: remove some wrong faces still present in taper cases, some code cleanup 2015-12-26 21:38:36 +00:00
UbitUmarov
f92deb65f8 fix cilinder and cone physics mesh 2015-12-26 01:49:30 +00:00
UbitUmarov
37cb24da60 add prim estimated center of mass correction also for tortured prims meshs. Not fully tested 2015-12-24 01:21:15 +00:00
UbitUmarov
b2acef8aad remove the unused OBB physics parameters export, since they aren't actually usefull outside ubOde 2015-12-17 22:34:21 +00:00
UbitUmarov
79945cff7c improve a bit llpushobject on avatars using bullet, but force is ignored a few seconds after a movement comand. RAdams plz take a look 2015-12-12 20:52:12 +00:00
UbitUmarov
447943302d add some missing GC.RemoveMemoryPressure() 2015-12-09 01:43:32 +00:00
Robert Adams
e4d0ae4f6e BulletSim: fix collision sound calculation. Modify some routines to make
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.
2015-11-30 20:51:12 -08:00
UbitUmarov
15f8a46216 let Bullet do collision sounds (RAdams plz fix the relative speed) 2015-11-29 00:02:46 +00:00
UbitUmarov
82e464cb8c let old ODE trigger collision sounds like ubOde 2015-11-28 23:44:53 +00:00
UbitUmarov
f59350a1ee add a nasty global lock, ode.dll requires on multi regions per instance ( also make sure ninjaJoints are disabled 2015-11-27 22:50:28 +00:00
UbitUmarov
11342314e1 add thread allocation calls for new ode.dll (old ode) 2015-11-21 02:53:35 +00:00
UbitUmarov
0b36d4ea2f some cleanup, allow cast rays to collide with terrain within limited range (old ode) 2015-11-21 02:14:19 +00:00
UbitUmarov
36426b0db2 remove some compile warnings increasing total number by 2 2015-11-21 00:49:43 +00:00
UbitUmarov
019d057563 stop the Vehicle AFTER fixing position not before, bc stop code also updates position (old ode) 2015-11-20 19:40:04 +00:00