Commit Graph

110 Commits

Author SHA1 Message Date
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
UbitUmarov
395d160c41 stop a Vehicle on a failed region cross (or empty border) (old ode) 2015-11-20 19:11:26 +00:00
UbitUmarov
53895289a6 remove Ode.Net - missing file. ( old ode may be broken now) 2015-11-20 18:48:48 +00:00
UbitUmarov
25983c1ba9 remove the hard to maintain Ode.Net wrapper only in use by old ode 2015-11-20 18:25:56 +00:00
UbitUmarov
98a00cbce5 ubOde: add threading related calls new ode.dll may need. Hope this doesn't break with current linux ode library 2015-11-20 00:37:41 +00:00
UbitUmarov
55cce6aee0 minor: reset character collision flags, even if without a Body 2015-11-12 22:40:55 +00:00
UbitUmarov
9bd6befdeb add some safeguard checks 2015-11-12 21:24:14 +00:00
UbitUmarov
097c56330a rename MinFrameTime as FrameTime, since it is not a minimum but a target value; retune its value a bit so reported FPS is closer to integer value; change ode step size acording to reduce jitter in phys FPS; Make Statistics Scaling factor (fludge factor) configurable. (legacy default of 5.0 in code) 2015-11-08 04:28:46 +00:00
UbitUmarov
185d3bd39e change maximum angular velocity to a value derived from heartbeat rate and Nyquist. 2015-11-08 01:47:54 +00:00
UbitUmarov
eccc6f1081 fix wrong condition to set low angular velocity as Zero. 2015-11-08 00:24:54 +00:00
UbitUmarov
f8efd00775 add a console/log warning about large physics meshs on ubOde that can have negative impact on region load 2015-11-05 16:57:48 +00:00
UbitUmarov
72684592ba Merge branch 'master' into avinationmerge
Conflicts:
	OpenSim/Framework/AvatarAppearance.cs
	OpenSim/Framework/Servers/ServerBase.cs
	OpenSim/Framework/VersionInfo.cs
	OpenSim/Region/CoreModules/Agent/AssetTransaction/AssetXferUploader.cs
	OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs
	OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/LocalSimulationConnector.cs
	OpenSim/Region/CoreModules/ServiceConnectorsOut/Simulation/RemoteSimulationConnector.cs
	OpenSim/Region/Framework/Interfaces/IEntityTransferModule.cs
	OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
	OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
	OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs
	OpenSim/Region/PhysicsModules/Ode/ODEPrim.cs
	OpenSim/Region/PhysicsModules/Ode/OdeScene.cs
	OpenSim/Services/Connectors/Simulation/SimulationServiceConnector.cs
	OpenSim/Services/HypergridService/GatekeeperService.cs
	OpenSim/Services/Interfaces/IAvatarService.cs
	OpenSim/Services/LLLoginService/LLLoginService.cs
2015-11-01 03:01:59 +00:00
UbitUmarov
8ed17f745d let ode also finish internal representation of prim actors, before simulation 2015-10-22 18:03:49 +01:00
UbitUmarov
7cb6ecb9f5 Make physics engines finish internal representation of loaded prims before starting simulation so it does start for all at same time. Currently only in use by ubOde 2015-10-22 17:34:28 +01:00
UbitUmarov
7aaa84515f rename terrain for opensim and respective configuration flag that a future costumized ODE library may have 2015-10-22 16:20:19 +01:00
UbitUmarov
f84b75b1e0 update ubOde hashspaces levels 2015-10-21 01:50:28 +01:00
UbitUmarov
44deac4c1e we do not have prims with size 2^128, missing file 2015-10-21 01:41:04 +01:00
UbitUmarov
c37ea1910d fix or remove some wrong ODE configuration settings 2015-10-21 01:11:39 +01:00
UbitUmarov
deb4364f42 remove the use of Vector3 for axis locks on the rest of engines 2015-10-21 00:15:09 +01:00
UbitUmarov
ce5d5fc8dc the inertia matrix inversions and body inertia changes to implement axis locks need to be avoid, so use ubOde axis locks code. Hopefully this will not cause incompatibilities 2015-10-21 00:01:23 +01:00
UbitUmarov
747044f587 stop using a vector3 to store axis locks 3bit flags also in ode 2015-10-20 23:57:57 +01:00
UbitUmarov
f6891b36be stop using a vector3 to store axis locks 3bit flags in ubOde 2015-10-20 19:33:15 +01:00
UbitUmarov
0045398324 move ugly convertion of axis locks 3 bit flags to a wasted vector3 down to PhysicsActor. Let engines use LockAngularMotion with either Vector3 argument or byte 2015-10-20 19:00:26 +01:00
Diva Canto
59b63b6406 On to 0.8.3!
Conflicts:
	OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs
2015-10-18 21:51:49 -07:00
Diva Canto
06d2508b96 On to 0.8.3! 2015-10-18 21:47:10 -07:00