Andrew Meadows
2bd83764e7
remove some debug cruft
2016-04-22 09:38:43 -07:00
Andrew Meadows
872622c6f7
fix acceleration of for server-side kinematics
2016-04-22 09:38:43 -07:00
Andrew Meadows
a3c66d8c91
reduce number of updates for fast-moving objects
2016-04-22 09:38:43 -07:00
Andrew Meadows
a79f49a5cd
don't stop slow kinematic objs when sending updates
2016-04-22 09:38:43 -07:00
Andrew Meadows
afcf6d68a7
move deactivation thresholds to shared header
2016-04-22 09:38:43 -07:00
Andrew Meadows
ad045bc439
remove second-order term from kinematic motion
2016-04-22 09:38:43 -07:00
Andrew Meadows
8cbec06616
fix bug where kinematic objs pop on first step
2016-04-22 09:38:43 -07:00
Andrew Meadows
3639ffe53e
optimize kinematic motion math
2016-04-22 09:38:43 -07:00
Andrew Meadows
771727890c
more finely grained Bullet profiling
2016-04-22 09:38:43 -07:00
Anthony J. Thibault
0b7a5c4df8
CharacterController: leak fix for btRigidBody and it's shape
2016-04-15 15:05:54 -07:00
Andrew Meadows
bb59860cfe
update Aabb's of static objects when they move
2016-04-14 11:18:10 -07:00
Andrew Meadows
dcf28937cf
cleanup cached Physics::sessionUUID
2016-04-14 11:18:10 -07:00
Seth Alves
43f735dd21
avoid loop where bullet moves an entity and then an entity tells bullet that it has moved.
2016-04-09 22:18:43 -07:00
Seth Alves
af05b97c1e
put back accidently deleted line. cleanups
2016-04-04 17:31:59 -07:00
Seth Alves
d814d7b35d
merge from upstream
2016-04-04 16:32:49 -07:00
Seth Alves
69bb0ebd74
Revert "faster kinematic motion for entities"
2016-04-04 16:11:54 -07:00
Seth Alves
b8587e0711
update collision shapes of entities which are children of avatars
2016-04-04 16:06:53 -07:00
Andrew Meadows
7ea81f3937
add and fix comments
2016-04-03 19:15:01 -07:00
Andrew Meadows
20914df330
fix warning about signed/unsigned comparison
2016-04-01 13:31:14 -07:00
Andrew Meadows
25fbf926df
CollisionWorld only updates _active_ Aabbs
...
we manually set/clear active state of static objects
that need their Aabbs updated
also fixing a bug when starting kinematic motion
2016-04-01 13:14:03 -07:00
Andrew Meadows
3f52d237ed
adding Bullet profiler instances for better stats
2016-04-01 13:14:03 -07:00
Andrew Meadows
ac5c055a1e
don't verify simulated bit when adding to delete list
2016-03-24 21:12:22 -07:00
Andrew Meadows
ecfe198e35
patch btCompoundShape memory leak
2016-03-23 14:39:49 -07:00
Andrew Meadows
119ef24d5d
cleanup ShapeManager API and fix bitrot in tests
2016-03-23 14:39:49 -07:00
Anthony J. Thibault
4a78300607
MyAvatar: Allow user to raise hands directly overhead.
...
Previously we were using a infinitely tall vertical cylinder
to push hand IK targets out of the body, this had the
side-effect of preventing the hands from being raised over
the head. Now, we collide against the same 3d capsule
used by the physics system for avatar collisions.
2016-03-10 10:20:17 -08:00
Andrew Meadows
4ae94c0611
fine tuning for when to make simulation bid
2016-03-09 13:06:34 -08:00
Andrew Meadows
9157ff6eda
more correct notion of desired simulation priority
2016-03-09 11:02:50 -08:00
Andrew Meadows
99a1310711
change properties at 127 priority, grab at 128
2016-03-08 22:17:44 -08:00
Seth Alves
dcb720a832
fix polyvox hull when registration changes.
2016-03-06 14:09:45 -08:00
Seth Alves
59804a0f54
cleanups
2016-03-06 12:59:41 -08:00
Seth Alves
5241dc5394
this seems to be working now. more cleanups to come
2016-03-06 12:59:33 -08:00
Andrew Meadows
b4edfe2390
no expiry for simulation ownership
2016-02-25 12:07:20 -08:00
Anthony J. Thibault
73ac47724a
Rig: Prevent the hand IK targets from entering the body.
...
Use a 2d circle/circle intersection test to keep the hands outside of the body.
2016-02-17 16:23:18 -08:00
Andrew Meadows
2b91a31919
check for nullptr to avoid crashes
2016-02-11 13:53:01 -08:00
Chris Collins
a4afa03fe5
Merge pull request #7077 from sethalves/clean-up-grab-signaling
...
Clean up grab signaling + various fixes
2016-02-11 10:20:56 -08:00
Seth Alves
6a646f1c24
put isMoving back and change all uses to isMovingRelativeToParent
2016-02-10 19:01:41 -08:00
Andrew Meadows
ac60917b54
sigh... protect againt null MotionStates
2016-02-10 17:58:38 -08:00
Andrew Meadows
fed03edde3
manually removing contact manifolds was a bad idea
2016-02-10 17:58:38 -08:00
Andrew Meadows
532f0683e8
remove all contact info before removing objects
2016-02-10 17:58:38 -08:00
Andrew Meadows
84fb983da7
don't forget to remove from _outgoingChanges
2016-02-10 10:36:35 -08:00
Andrew Meadows
4bcb7b1ba9
more correct profiling
2016-02-10 10:36:34 -08:00
Andrew Meadows
9b467e94da
constify and explicit override
2016-02-10 10:36:34 -08:00
Seth Alves
43592fd699
Merge pull request #7048 from hyperlogic/tony/avatar-on-moving-platform
...
Better avatar animation when attached to a moving entity
2016-02-09 14:30:02 -08:00
Seth Alves
d5f3447fbc
when updating queryAACubes for children, use the lastEdited from the parent's properties
2016-02-08 16:22:41 -08:00
Anthony J. Thibault
97bcc54360
CharacterController: separate target velocity from parent velocity.
...
Also, disable damping on the rigidBody used by the CharacterController.
2016-02-08 16:01:36 -08:00
Seth Alves
eb1c159c7e
only setLastEdited on properties to be sent
2016-02-08 15:16:04 -08:00
Seth Alves
5b5ddebb1a
set last-edited when updating a child's queryAACube
2016-02-08 15:09:51 -08:00
Brad Hefta-Gaub
3f0ebf7732
Merge pull request #7031 from AndrewMeadows/simulation-ownership
...
server can clear simulation ownership
2016-02-06 19:19:39 -08:00
Anthony J. Thibault
f13e31c7fc
CharacterController: removed unnecessary code.
2016-02-05 10:53:58 -08:00
Anthony J. Thibault
8ca8550f26
MyAvatar: Standing Takeoff and In-Air Animations
...
Now there are two sets of of jump takeoff and in-air animations.
* Run - Used when the character jumps or falls with a small forward velocity.
* Standing - Used when the character jumps or falls in-place or backward.
CharacterController
* increased takeoff duration to 250 ms
* increased takeoff to fly duration to 1100 ms
* added standing jump and in-air animations
* added 250 milisecond delay between ground and hover, to prevent going into hover when walking over cracks.
* take-off to in-air transitions now use the new snapshotPrev interp type for a smoother tweening.
2016-02-04 17:56:07 -08:00