Author: Adam Johnson <AdamJohnso@gmail.com>
Date: Fri Feb 8 00:15:56 2013 -0500
Fix crazy camera stack issues
Turns out, it was an artifact of us suspending the simulation during links
and partly because of Cyan's late adding of the avatar controller to the
sim. Now, we add the avatar as soon as the age data is loaded. This causes
the camera stack to be populated with whatever garbage PhysX decides on,
then xJourneyClothsGen2 is free to set the real stack after we get all the
SDL from the server.
Verified to fix Teledahn oddness and not display a regression in Kemo.
Author: Adam Johnson <AdamJohnso@gmail.com>
Date: Mon Feb 6 21:17:08 2012 -0500
Fix an obvious memory leak.
This thing was pissing me off, which made me piss off a lot of other people,
which pissed off even more people, so the entire planet got pissed off and
nuclear warfare began. So, let's not do stupid crap and piss me off, okay?
PhysX requires all of its actors to have cooked mesh data. This cooked
data is unfortunately not compatible with other versions of PhysX outside
of the minor branch. The format is also largely unknown. Therefore, it is
relevant to allow CWE prps to include an engine agnostic physical format
to reduce our dependencies on proprietary libraries.
All PhysX blobs thankfully begin with the magic string NXS\x01, so we now
abuse that by adding our own format that begins with the magic string
HSP\x01. These blobs are cooked on the fly while already cooked blobs are
passed directly on to PhysX.
Original commit: 392c5f5cad
author = "Adam Johnson <AdamJohnso@gmail.com>
To better handle erroneous trigger events under the new timing method, use the number
of times the simulation has actually advanced instead of the number of evals received.
Cleaned up a bit.
Provides more accurate interaction with detectors when the avatar is moving up or down.
Also decreases the severity of the PhysX trigger hull bug in some detectors.
This change doesn't affect world collisions.
While based heavily on the old implementation, this is essentially a rewrite.
Notable changes -
Controllers are now updated at the same fixed frequency as the simulation.
Resulting output is interpolated between steps to precisely match the frame delta.
Physics work is only done when enough time has passed to perform a step.
The kinematic actor that followed around the controller has been removed.
The underlying kinematic actor created by the NxController is now used for triggering.
A new sim group was added for a kinematically controlled avatar.
2 unused files removed -
plPXPhysicalController.h & plPXPhysicalController.cpp