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PAL (Physics Abstraction Layer)
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Commits
: Listings
Analyzed
12 months
ago. based on code collected
12 months
ago.
Jan 16, 2023 — Jan 16, 2024
Showing page 9 of 23
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made PAL_EXAMPLES_DISPLAY only on for win32
legregius
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over 14 years ago
branched for DVTE release
legregius
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over 14 years ago
Fixed code that was setting gravity to crap.
legregius
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over 14 years ago
added code in a pal vehicle destructor to delete the actual wheels.
legregius
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over 14 years ago
added code to cleanup the bullet raycast vehicle from the dynamics world when it's deleted.
legregius
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over 14 years ago
made the lib64 thing only happen on Linux. We certainly don't want that on Mac OS X. Not sure about windows.
legregius
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over 14 years ago
Sometimes wrong method was being called in Bullet classes due to non-virtual methods being overridden. Making non-private stuff virtual to avoid similar bugs and make system more flexible.
aclong
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over 14 years ago
fixed installation to put library in lib64 instead of lib on 64-bit *nix architectures
aclong
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over 14 years ago
added new tests
aclong
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over 14 years ago
fix for new bullet directory location
aclong
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over 14 years ago
added null check to ~palBulletBodyBase
aclong
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over 14 years ago
wrapped with #ifndef
aclong
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over 14 years ago
turns out the deactivation time threshold in bullet is a global variable with a TODO to move it out (funny eh?). So the setter has to set that global value for now even though it will effect everything.
legregius
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over 14 years ago
IsGravityEnabled was backward
legregius
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over 14 years ago
implemented collision response setting and damping for physx, although physx defines damping from 0 to infinity, not 0 to 1. I don't know what the damping units are, but the default is close to the bullet default, so who knows.
legregius
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over 14 years ago
added body damping and the ability to disable collision response on the generic body. I may want to move the damping code to an external interface like the auto activation code. Also made some updates to the bullet vehicle. One of which is to make it internally multi-step so the physics engine can run at a slower rate and still have a vehicle that behaves well. This needs to be more configurable.
legregius
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over 14 years ago
Change the pal vehicle significantly. It now has a struct for the wheel config so paramaters can be added more easily. Mode the roll influence a public parameter because configuring the front and real roll center is a common necessary option.
legregius
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over 14 years ago
When an angular motor (for Bullet) is Updated, activate the Bodies
aclong
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over 14 years ago
Made tokamak plugin at least build.
legregius
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over 14 years ago
Fixed up some typedef usage, and added activation settings support to ODE
legregius
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over 14 years ago
moved all of the engine specific parts into their own directories
legregius
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over 14 years ago
changed an internal option so that vehicle in general don't roll over as easily
legregius
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over 14 years ago
fixed a bug with variable time step
legregius
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over 14 years ago
fixed a sprintf call that was asking for an int but had a pointer.
legregius
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over 14 years ago
added palActivation.h to build file (it didn't get installed w/o this)
aclong
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over 14 years ago
[no comment]
aclong
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over 14 years ago
fixed math in palRevoluteLink::Init
aclong
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over 14 years ago
added palStringable a few places
aclong
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over 14 years ago
made ManagedMemory object palStringable
aclong
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over 14 years ago
palRevoluteLink::Init(): fix construction of m_frameA, m_frameB
apope
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over 14 years ago
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