* Merges BulletSim Updates to BulletSimN(BulletSNPlugin)
BulletSim: complete applyImpulse function in BSCharacter (like I said
I did last time).
BulletSim: add physical parameter min/max constants in BSParam. I just don't like raw numbers scattered around the code.
BulletSim: fix odd code that wasn't really recomputing the mass of a
rebuilt linkset. I was burnt by making get/set methods with side
effects. I should know better.
BulletSim: fix buoyancy so it's properly set by a script when an
object is selected.
Update TODO list.
Add check to always push terse updates for presences that have new velocities of zero.
BulletSim: move logic for IsColliding, CollidingGround and CollidingObj from individual sub-classes and up to parent BSPhysObject class.
BulletSim: Parameterize nominal frame rate (55) and add parameters to dynamially turn on/off detailed, unmanaged data dumping of prims and vehicles.
BulletSim: fix physical object not interacting with static objects.
Another instance of the underlying Bullet doing, ah, helpful things
when items are added to the world.
BulletSim: correct collision mask definition for linkset children.
Remove unused code. Add comments and TODOs.
BulletSim: fix problem of avatars appearing to walk through walls
by moving the movement motor to a pre-step action and out of its
questionable previous home in UpdateProperties.
BulletSim: add 'AvatarAlwaysRunFactor' parameter and use in setTargetVelocity
to implement the 'always run' feature.
ScenePresence passes the avatar rotation down to the physics engine. This will be a no-op for ODE but enables asymmetrical avatars for BulletSim.
BulletSim: update values in OpenSimDefaults.ini to reflect the values really used by the code.
BulletSim: tweeking avatar capsule code in an attempt to have
asymmetrical avatar capsule work now that rotation is being passed
from the simulator. Turns out the Bullet capsule is just not very
functional: it doesn't scale properly, the implementation only half
does asymmetry and, in general, is hard to work with.
Avatar shape is about what it was before these changes.
Added initial data structures for avatar shape mesh.
BulletSim: an 'if' to suppress multiple setting of avatar orientation.
Looks like the viewer bombards the server with avatar orientation
information (we're talking several hundred a second) when the avatar
is being turned or when walking. This change just reduces the number
of 'set' calls into unmanaged code.
BulletSim: remove check for small motor movement because, while it
did the right thing for stopping (speed reducing to zero), it prevented
movement from starting (speed increasing from zero). Will revisit
when the generalize PID motor is debugged.
minor: Add README to doc/ to explain that all user-level doc is at http://opensimulator.org rather than here.
Remove php dir which was only populated with a single file that generated a long out-of-date user profile array.
Remove out-of-date and unused xsd schemas