aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs (unfollow)
Commit message (Collapse)AuthorFilesLines
2012-03-21 shapetype support on chOde so it can also request a simple convex hull 'mesh'UbitUmarov1-32/+12
2012-03-11initial steps to support physical phantomsUbitUmarov1-6/+27
2012-03-09let chode and ubitode find ode.dll on windowsUbitUmarov1-0/+3
2012-03-02This still causes terrain artefactsMelanie1-3/+3
Revert " fix my bug on ChODE terrain heightmap build" This reverts commit aa77d1d486f11da7dc841190f1ca85e085d0d648.
2012-03-02This still causes terrain artefactsMelanie1-3/+1
Revert " fix the last fix. Regions are square but... Also remove the 0.5 offset in map position. It was apparently needed to fix we having nsamples = size and not size + 1." This reverts commit 15bc539bd49e7a09c1ec6e539871cde5eee6032e.
2012-02-29chODE: bad meshs get a a basic box or sphere geom with setted prim size. ↵UbitUmarov1-4/+4
They will not colide if non-physical and Will collide with land if physical. assume UNTESTED
2012-02-27 Let inworld meshs colide as such and not as basic prim all the time. ↵UbitUmarov1-2/+7
Removed also LOD, and outerskin on colision meshs.
2012-02-26added in chODE GeomTriMeshDataDestroy to explicity release internal trimesh ↵UbitUmarov1-1/+10
data.
2012-02-23 fix the last fix. Regions are square but... Also remove the 0.5 offset in ↵UbitUmarov1-1/+3
map position. It was apparently needed to fix we having nsamples = size and not size + 1.
2012-02-23 fix my bug on ChODE terrain heightmap buildUbitUmarov1-3/+3
2012-02-21Reverse the changed to ODE heightmap. It results in SERIOUS issues like anMelanie1-4/+4
irreversible y-flip and holes in the map.
2012-02-19minor fix to chODE terrain heighmap scaleUbitUmarov1-4/+4
2012-02-17Added simple binary serializer/deserializer to chODE. 100% untested and most ↵UbitUmarov1-0/+28
like still broken
2012-02-15Now if chode prim.cs detects out of bounds it requests a update and blocks ↵UbitUmarov1-10/+10
movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it.
2012-02-15Now if chode prim.cs detects out of bounds it requests a update and blocks ↵UbitUmarov1-10/+10
movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it.
2011-07-15Fox some local id issues in physics glueMelanie1-10/+4
2011-07-15Revert "Add localid support to ch0de properly"Melanie1-4/+10
This reverts commit bb402d0d95c934fbcd8b1c03e228ec1d0a14f14d.
2011-07-15Add localid support to ch0de properlyTom1-10/+4
2011-05-22Implement llGodLikeRezObject and llGetUsedMemoryMelanie1-1/+2
2011-01-04Revise Materials properties; Fix Double-Click Autopilot; Allow non-script ↵Kitto Flora1-137/+83
sit positions >= 0.1M; Add llLookAt(); Comment out spammy bad adjacent sim message.
2010-12-29Fix av/prim eject problem.Kitto Flora1-45/+60
2010-12-20Update materials parameters.Kitto Flora1-92/+108
2010-12-11Fix border fence for physicals. Fix llRotLookAt() for Vehicles.Kitto Flora1-2/+2
2010-09-06Falling animation fix, comment out instrumentation.Kitto Flora1-4/+14
2010-07-13Rewrite collision dictionary handling, cleans up deleted obects/avs. Fixes ↵Kitto Flora1-0/+6
occasional collision event failure. ChOde only.
2010-04-04ChODE Only: Corrected Heightmap load to iliminate crack at 255M. Added ↵kitto1-66/+45
'fence' option to prevent physical objects crossing region border.
2010-01-21ChODE Object Linear Motion updateKitto Flora1-1/+1
2009-12-31Vehicle Linear parameter adjustmentsKitto Flora1-26/+35
2009-12-22Include ChOdePluginKitto Flora1-1/+1
2009-12-03* Fixes the 10x10x10 hard physics limitation. (wierdly, you have to set ↵Teravus Ovares (Dan Olivares)1-0/+2
this for each region in your Regions.ini[PhysicalPrimMax = 10(default)]) * Adds a configurable maximum object mass before the mass is clamped. Default is 10000.01. Configurable by changing maximum_mass_object in the [ODEPhysicsSettings] section. * Clamping the mass is important for limiting the amount of CPU an object can consume in physics calculations. Too high, and the object overcomes restitution forces by gravity alone. This generates more collisions potentially leading to 'deep think'.
2009-11-23* Resolves mantis 4390 http://opensimulator.org/mantis/view.php?id=4390Teravus Ovares (Dan Olivares)1-1/+1
2009-11-22* Adds a test for if the collision is at the bottom of the capsule on ↵Teravus Ovares (Dan Olivares)1-1/+12
avatar. This prevents the 'double jump' capability that's been occurring for ages when avatar collide with prim on the side.
2009-11-09Following various discussions on irc and in the OpenSim dev OSGrid meeting ↵Justin Clark-Casey (justincc)1-1/+1
last week, change av_capsule_tilted to false by default This appears to now give better ODE physics response (less sinking into the ground, etc.) Please change it back if this is actually a bad idea for some reason
2009-11-03minor: remove some mono compiler warningsJustin Clark-Casey (justincc)1-3/+3
2009-10-29* Log progress messages when loading OAR files with a lot of assetsJohn Hurliman1-60/+67
* Change the PhysicsCollision callback for objects to send full contact point information. This will be used to calculate the collision plane for avatars * Send the physics engine velocity in terse updates, not the current force being applied to the avatar. This should fix several issues including crouching through the floor and walking through walls
2009-10-28Always send a time dilation of 1.0 while we debug rubberbanding issuesJohn Hurliman1-1/+2
2009-10-28Limit physics time dilation to 1.0John Hurliman1-1/+1
2009-10-28* Reduce the velocity tolerance on sending terse updates to avoid slowly ↵John Hurliman1-3/+10
drifting prims/avatars * Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
2009-10-28Fixed a bad check on velocity in the ODE near() callback (it was only ↵John Hurliman1-3/+3
checking for velocity in certain directions, and was calling the get_Velocity() function three times)
2009-10-27Move the calculation of time dilation from the scene to the physics engine. ↵John Hurliman1-2/+9
The scene is still the one reporting dilation so this does not break the API or remove flexibility, but it gets the calculation happening in the right place for the normal OpenSim usage. The actual calculation of physics time dilation probably needs tweaking
2009-10-26Experimental change of PhysicsVector to Vector3. UntestedJohn Hurliman1-28/+22
2009-10-26Do case-insensitive comparisons on region names in LLStandaloneLoginModuleJohn Hurliman1-2/+2
2009-10-26* Changed the watchdog timer to improve the speed of UpdateThread(), only ↵John Hurliman1-2/+6
track threads once the first call to UpdateThread() has been made, and allow re-tracking of threads that timed out but revived later * Added a commented out call to Watchdog.UpdateThread() in OdeScene. If it turns out that loading a large OAR file or some other operation is timing out the heartbeat thread, we'll need to uncomment it
2009-10-23Patch from dslake http://opensimulator.org/mantis/view.php?id=4291 0004291: ↵dslake1-2/+3
Inconsistent locking of ODE tainted prims
2009-10-19Forgot {} on last commit.Diva Canto1-0/+2
2009-10-19More instrumentation in physics.Diva Canto1-0/+2
2009-10-19Formatting cleanup.Jeff Ames1-1/+1
2009-10-18A bit of instrumentation to figure out what's going on with physics actors.Diva Canto1-0/+6
2009-10-16* One more attempt at the NullRef In The OdePlugin. This might fix it, but ↵Teravus Ovares (Dan Olivares)1-0/+21
it will definitely get us closer to the root cause.
2009-10-10* Make ODECharacter respect the scene's requested collision update timeTeravus Ovares (Dan Olivares)1-0/+1
* Set the Scene collision update time to 500 ms