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path: root/OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs (follow)
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* remove a forgotten 1000.9 factor on physics fpsUbitUmarov2015-09-041-1/+1
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* normalise physics plugins to return fps as (simulated time / requested ↵UbitUmarov2015-09-041-6/+1
| | | | simulation time). improved a bit old ode simulations per call math
* seems to compile ( tests comented out)UbitUmarov2015-09-021-0/+5
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* shapetype support on chOde so it can also request a simple convex hull 'mesh'UbitUmarov2012-03-211-32/+12
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* initial steps to support physical phantomsUbitUmarov2012-03-111-6/+27
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* let chode and ubitode find ode.dll on windowsUbitUmarov2012-03-091-0/+3
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* Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitworkUbitUmarov2012-03-031-5/+3
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| * This still causes terrain artefactsMelanie2012-03-021-3/+3
| | | | | | | | | | | | Revert " fix my bug on ChODE terrain heightmap build" This reverts commit aa77d1d486f11da7dc841190f1ca85e085d0d648.
| * This still causes terrain artefactsMelanie2012-03-021-3/+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.
* | chODE: bad meshs get a a basic box or sphere geom with setted prim size. ↵UbitUmarov2012-02-291-4/+4
|/ | | | They will not colide if non-physical and Will collide with land if physical. assume UNTESTED
* Let inworld meshs colide as such and not as basic prim all the time. ↵UbitUmarov2012-02-271-2/+7
| | | | Removed also LOD, and outerskin on colision meshs.
* added in chODE GeomTriMeshDataDestroy to explicity release internal trimesh ↵UbitUmarov2012-02-261-1/+10
| | | | data.
* fix the last fix. Regions are square but... Also remove the 0.5 offset in ↵UbitUmarov2012-02-231-1/+3
| | | | map position. It was apparently needed to fix we having nsamples = size and not size + 1.
* fix my bug on ChODE terrain heightmap buildUbitUmarov2012-02-231-3/+3
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* Reverse the changed to ODE heightmap. It results in SERIOUS issues like anMelanie2012-02-211-4/+4
| | | | irreversible y-flip and holes in the map.
* minor fix to chODE terrain heighmap scaleUbitUmarov2012-02-191-4/+4
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* Added simple binary serializer/deserializer to chODE. 100% untested and most ↵UbitUmarov2012-02-171-0/+28
| | | | like still broken
* Now if chode prim.cs detects out of bounds it requests a update and blocks ↵UbitUmarov2012-02-151-10/+10
| | | | movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it.
* Fox some local id issues in physics glueMelanie2011-07-151-10/+4
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* Revert "Add localid support to ch0de properly"Melanie2011-07-151-4/+10
| | | | This reverts commit bb402d0d95c934fbcd8b1c03e228ec1d0a14f14d.
* Add localid support to ch0de properlyTom2011-07-151-10/+4
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* Implement llGodLikeRezObject and llGetUsedMemoryMelanie2011-05-221-1/+2
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* Revise Materials properties; Fix Double-Click Autopilot; Allow non-script ↵Kitto Flora2011-01-041-137/+83
| | | | sit positions >= 0.1M; Add llLookAt(); Comment out spammy bad adjacent sim message.
* Fix av/prim eject problem.Kitto Flora2010-12-291-45/+60
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* Update materials parameters.Kitto Flora2010-12-201-92/+108
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* Fix border fence for physicals. Fix llRotLookAt() for Vehicles.Kitto Flora2010-12-111-2/+2
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* Falling animation fix, comment out instrumentation.Kitto Flora2010-09-061-4/+14
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* Rewrite collision dictionary handling, cleans up deleted obects/avs. Fixes ↵Kitto Flora2010-07-131-0/+6
| | | | occasional collision event failure. ChOde only.
* ChODE Only: Corrected Heightmap load to iliminate crack at 255M. Added ↵kitto2010-04-041-66/+45
| | | | 'fence' option to prevent physical objects crossing region border.
* ChODE Object Linear Motion updateKitto Flora2010-01-211-1/+1
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* Vehicle Linear parameter adjustmentsKitto Flora2009-12-311-26/+35
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* Include ChOdePluginKitto Flora2009-12-221-0/+3865