OpenSimMirror/OpenSim/Region/Physics/Manager
Justin Clark-Casey (justincc) 265fe349e0 Somewhat improve avatar region crossings by properly preserving velocity when avatar enters the new region.
This commit addresses the following issues were causing velocity to be set to 0 on the new region, disrupting flight in particular
* Full avatar updates contained no velocity information, which does appear to have some effect in testing.
* BulletSim was always setting the velocity to 0 for the new BSCharacter.  Now, physics engines take a velocity parameter when setting up characters so we can avoid this.
This patch applies to both Bullet and ODE.
2014-11-29 00:12:11 +00:00
..
AssemblyInfo.cs Change assembly versions to 0.8.1 2014-06-17 18:37:15 +01:00
CollisionLocker.cs Minor: Change OpenSim to OpenSimulator in older copyright headers and LICENSE.txt. 2009-06-01 06:37:14 +00:00
IMesher.cs BulletSim: remove degenerate triangles from meshes. This fixes the 2013-02-05 16:56:33 -08:00
IPhysicsParameters.cs Change passed PhysicsParameter value from float to the more general string value 2013-02-07 11:10:14 -08:00
NullPhysicsScene.cs Somewhat improve avatar region crossings by properly preserving velocity when avatar enters the new region. 2014-11-29 00:12:11 +00:00
PhysicsActor.cs If calling llStopMoveToTarget() on an in-world prim, don't send an unnecessary object update if the prim was not moving to target. 2014-11-19 20:06:56 +00:00
PhysicsJoint.cs Experimental change of PhysicsVector to Vector3. Untested 2009-10-26 18:23:43 -07:00
PhysicsPluginManager.cs varregion: add plumbing to pass region size from Scene down to the 2013-11-04 22:10:54 -08:00
PhysicsScene.cs Somewhat improve avatar region crossings by properly preserving velocity when avatar enters the new region. 2014-11-29 00:12:11 +00:00
PhysicsSensor.cs Experimental change of PhysicsVector to Vector3. Untested 2009-10-26 18:23:43 -07:00
PhysicsVector.cs Experimental change of PhysicsVector to Vector3. Untested 2009-10-26 18:23:43 -07:00
VehicleConstants.cs Revolution is on the roll again! :) 2010-02-14 22:18:46 +00:00
ZeroMesher.cs BulletSim: add expanded call to IMesher/Meshmerizer which enables/disables mesh caching. Since BulletSim caches and tracks the unmanaged memory version of meshes, the Meshmerizer itself does not need to cache built meshes once BulletSim has made the physical proxy mesh. 2012-11-29 09:24:53 -08:00