Code

History

Commits on b36a39b2bcda94de87fdc831da884611f8a85eea to libraries/physics/src/EntityMotionState.cpp35+
  1. Merge pull request #8070 from AndrewMeadows/triangle-soup-4Brad Hefta-Gaub committed 10 years agoda74114
  2. protect physics against bad entity propertiesAndrew Meadows committed 10 years ago4c9ec7c
  3. force activate kinmatic objects when necessaryAndrew Meadows committed 10 years ago31706a3
  4. try to make code that converts bullet-calculated values to parent-frame values more effecientSeth Alves committed 10 years agoeba518c
  5. rework code that transforms global _server* values into parent-frame valuesSeth Alves committed 10 years ago52245f2
  6. remove some debug printsSeth Alves committed 10 years ago41c3998
  7. EntityMotionState now uses parent-relative position and rotation and velocity when deciding if it needs to send an edit packet to the entity-serverSeth Alves committed 10 years agoe1ae2a1
  8. have code where physics guesses at server values also avoid doing simple simulation of children of avatarsSeth Alves committed 10 years ago5650ef9
  9. where needed, copy clientOnly into properties before calling queueEditEntityMessageSeth Alves committed 10 years agoac506dc
  10. don't make changes to other avatar's avatarEntitiesSeth Alves committed 10 years ago144715f
  11. avatar mixer can relay "client-only" entities between interfaces -- the entity server wont know about them.Seth Alves committed 10 years ago0e6d9a1
  12. remove warning about unused variableAndrew Meadows committed 10 years ago3202a72
  13. fix grab motion glitch on long-ping connectionsAndrew Meadows committed 10 years agobe9a572
  14. remove some debug cruftAndrew Meadows committed 10 years ago2bd8376
  15. fix acceleration of for server-side kinematicsAndrew Meadows committed 10 years ago872622c
  16. reduce number of updates for fast-moving objectsAndrew Meadows committed 10 years agoa3c66d8
  17. don't stop slow kinematic objs when sending updatesAndrew Meadows committed 10 years agoa79f49a
  18. remove second-order term from kinematic motionAndrew Meadows committed 10 years agoad045bc
  19. optimize kinematic motion mathAndrew Meadows committed 10 years ago3639ffe
  20. update Aabb's of static objects when they moveAndrew Meadows committed 10 years agobb59860
  21. cleanup cached Physics::sessionUUIDAndrew Meadows committed 10 years agodcf2893
  22. avoid loop where bullet moves an entity and then an entity tells bullet that it has moved.Seth Alves committed 10 years ago43f735d
  23. put back accidently deleted line. cleanupsSeth Alves committed 10 years agoaf05b97
  24. merge from upstreamSeth Alves committed 10 years agod814d7b
  25. Revert "faster kinematic motion for entities"Seth Alves committed 10 years ago69bb0eb
  26. update collision shapes of entities which are children of avatarsSeth Alves committed 10 years agob8587e0
  27. CollisionWorld only updates _active_ AabbsAndrew Meadows committed 10 years ago25fbf92
  28. adding Bullet profiler instances for better statsAndrew Meadows committed 10 years ago3f52d23
  29. fine tuning for when to make simulation bidAndrew Meadows committed 10 years ago4ae94c0
  30. more correct notion of desired simulation priorityAndrew Meadows committed 10 years ago9157ff6
  31. change properties at 127 priority, grab at 128Andrew Meadows committed 10 years ago99a1310
  32. no expiry for simulation ownershipAndrew Meadows committed 10 years agob4edfe2
  33. put isMoving back and change all uses to isMovingRelativeToParentSeth Alves committed 10 years ago6a646f1
  34. when updating queryAACubes for children, use the lastEdited from the parent's propertiesSeth Alves committed 10 years agod5f3447
  35. only setLastEdited on properties to be sentSeth Alves committed 10 years agoeb1c159