Add parameter to not apply vehicle linear deflection Z forces if
vehicle is not colliding. This defaults to 'true' so vehicles will fall
even if there is some linear deflection to apply.
selectable from configuration paramters.
Changed default algorithm to "1" from previous default as it seems to
handle Y axis correction a little better.
Add config file independent enablement of vehicle angular forces to
make debugging easier (independent testing of forces).
Default off, for the moment, until more testing.
Add separate thread and center-of-mass flags to OpenSimDefaults.ini.
Clean up comments in OpenSimDefaults.ini.
There is still some overshoot but mostly fixes Mantis 6693.
Fix bug where moveToTarget was active for non-physical objects
and while selected.
Fix bug where move target was not getting changed if the script
changed the target during a move.
to prevent infinite jumps. Now jumps last only AvatarJumpFrames long
(default 4) which is about as high as in SL.
TODO: jumping should only depend on standing (collision with feet)
rather than collision anywhere on the avatar.
heartbeat timestep when running the physics engine on a separate
thread. This reduces the occurance of heartbeats that happen when
there is no physics step which is seen as vehicle jerkyness.
a mesh/hull while a mesh or hull is being rebuilt when its asset
is fetched. This fixes a 'pure virtual function' crash when changing
physical state of complex linksets that include many meshes.
thread. Off by default until more testing.
Setting "[BulletSim]UseSeparatePhysicsThread=true" causes the physics
engine to be called on its own thread and the heartbeat thread only
handles the reporting of property updates and collisions. Physics frame
rate is about right but physics execution time goes to zero as accounted
by the heartbeat loop.
if the mesh asset specifies physics hulls, BulletSim will fetch and
use same rather than approximating the hulls. If physics hulls are not
specified, the representation will fall back to the regular physics mesh.
which recompute GImpact shape bounding box after creation as Bullet
doesn't do that itself (something it does for nearly every other shape).
Now, physical prims without cuts become single mesh convex meshes. Physical
prims with cuts become GImpact meshes. Meshes become a set of convex
hulls approximated from the mesh unless the hulls are specified in the
mesh asset data. The use of GImpact shapes should make some mechanical
physics more stable.
This reverts commit 2fd8819a04.
Remove this code until I can figure out why the references that are
clearly in prebuild.xml doesn't work for the
'using OpenSim.Region.Physics.Meshing' in BSShape.cs.
angular friction computation into linear and angular movement code.
The friction wasn't being applied properly. This will make it so vehicles
don't drift as much and the drift is tunable by changing the friction
timescales.