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path: root/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs (unfollow)
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2015-09-08More 'everything is a module' merging.Robert Adams1-1847/+0
Have most of UbitOde converted. There are compile errors in OpenSimBase as the new modules stuff is not all there. Removed ChOdePlugin as it's connection to OdePlugin was tangled.
2015-09-02seems to compile ( tests comented out)UbitUmarov1-1/+1
2014-10-12 try to reduce avatar bounce on falls. Not all possible side effectsUbitUmarov1-25/+19
checked, specially on portals
2014-10-05 reduce some avatar engine strenghtUbitUmarov1-9/+10
2014-10-04try to help steps climb a bit compensating the bounce reductionUbitUmarov1-0/+2
2014-09-29 remove check of other prim top height on steps climb codeUbitUmarov1-3/+4
2014-09-29 change avatar physics and motion control. Still not that good :(UbitUmarov1-46/+164
2014-07-21 change ava to ava collisions a bitUbitUmarov1-30/+42
2014-07-19revert to capsule representation of avatar colliderUbitUmarov1-297/+28
2013-05-14* This fixes the avatar stuck in objects on login and teleport by gently ↵teravus1-0/+12
applying an upward motion when stuck in things on the Z * Comments describe how it filters out good, normal collisions, from 'stuck' collisions.. It's especially sensitive in feetbox collisions since this is where normal collisions happen under usual circumstances.
2013-05-14* Tweaks the hard cut to apply to collisions of Greater then Normal Z 0.95. ↵teravus1-1/+27
This fits within Ubit's framework of multi-body collisions, just moves the reactive force to the Midboxgeom(actual detection) instead of the bigbox geom(pre detection)
2013-03-12Spot fix the interpenetration issue. Thanks, Ter.Melanie1-2/+2
2013-01-02 add a lock to CollisionEventsThisFrameUbitUmarov1-20/+29
2013-01-02*TEST* avatar unscripted sit. Some guessing/automationUbitUmarov1-0/+13
2012-12-11make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov1-14/+37
2012-12-11 changes on the fast speed avatars collider, collisions from above, etcUbitUmarov1-62/+64
2012-12-11 fix let other phys plugins work.. broken when added feetOffsetUbitUmarov1-3/+4
2012-12-11 a few more changes on avatar colliderUbitUmarov1-73/+274
2012-12-07 create a new ode character also with the new informationUbitUmarov1-1/+2
2012-12-07*TEST* Use new avatar size in ubitODE.UbitUmarov1-4/+44
2012-12-05avatar collision plane send to viewer is only relative to feet. changeUbitUmarov1-92/+63
avatar collider, just rounding the boxes, etc
2012-12-04move characters (avatars) to own collision space, also fixing a problemUbitUmarov1-9/+9
with previus code that was still assuming the avatar is g2
2012-12-04raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov1-4/+4
reduce head size a bit
2012-12-03*TEST* diferent avatar colliderUbitUmarov1-81/+288
2012-12-03adjust avatar standing Z positionUbitUmarov1-5/+11
2012-10-07[DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculptsUbitUmarov1-1/+0
now
2012-07-15messing around... Let terrain and water have nullphysicsactors, letUbitUmarov1-6/+10
nullphyscisactors have a type water, ground or unknown (default). having this removed geom to name mapping no longer needed. Made some more methods comum to prims and characters acessible via PhysActor allowing for a more uniform access. ...
2012-07-13In collisions report linksets root parts to parts, and not all parts.UbitUmarov1-1/+2
Temporary suspend collision checks on full stopped bodies, until a better away is found wake them, avoiding spurius collision end and start events. Until a nice way is found to avoid them, this may cause some higher cpu load. plus some clean up
2012-07-11ubitODE leaksUbitUmarov1-0/+2
2012-05-29 fix physics not reporting collisions only with terrainUbitUmarov1-0/+1
2012-05-28 fix avatars collisions on sim crossings and other few cases where ↵UbitUmarov1-2/+1
freemove() is called
2012-05-27Let OOB information usable outside ubitodeUbitUmarov1-23/+0
2012-05-20minor changesUbitUmarov1-5/+2
2012-05-19 reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov1-31/+48
similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
2012-05-19 fix character IsPhysicalUbitUmarov1-1/+1
2012-05-19add colliders relative velocity projected in collision direction to ↵UbitUmarov1-0/+1
collisions report information.
2012-05-11 revert terminal vel reduction. It helped but not efectiveUbitUmarov1-2/+2
2012-05-10reduce avatars terminal velocity to less than 30m/s or colisions with basic ↵UbitUmarov1-5/+7
boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt).
2012-05-05 force lower avatar density for testingUbitUmarov1-0/+4
2012-05-04 UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any ↵UbitUmarov1-2/+4
significant change like new 'velocity' or new position, etc, requests
2012-04-27testUbitUmarov1-1/+7
2012-04-27testUbitUmarov1-2/+2
2012-04-27itestUbitUmarov1-2/+1
2012-04-27testUbitUmarov1-13/+11
2012-04-27testingUbitUmarov1-1/+1
2012-04-27testing....UbitUmarov1-41/+78
2012-04-27testingUbitUmarov1-1/+1
2012-04-27testingUbitUmarov1-58/+71
2012-04-27testingUbitUmarov1-1/+1
2012-04-27testingUbitUmarov1-0/+6