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path: root/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs (follow)
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* try to reduce avatar bounce on falls. Not all possible side effectsUbitUmarov2014-10-121-25/+19
| | | | checked, specially on portals
* reduce some avatar engine strenghtUbitUmarov2014-10-051-9/+10
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* try to help steps climb a bit compensating the bounce reductionUbitUmarov2014-10-041-0/+2
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* remove check of other prim top height on steps climb codeUbitUmarov2014-09-291-3/+4
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* change avatar physics and motion control. Still not that good :(UbitUmarov2014-09-291-46/+164
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* change ava to ava collisions a bitUbitUmarov2014-07-211-30/+42
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* revert to capsule representation of avatar colliderUbitUmarov2014-07-191-297/+28
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* * This fixes the avatar stuck in objects on login and teleport by gently ↵teravus2013-05-141-0/+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.
* * Tweaks the hard cut to apply to collisions of Greater then Normal Z 0.95. ↵teravus2013-05-141-1/+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)
* Spot fix the interpenetration issue. Thanks, Ter.Melanie2013-03-121-2/+2
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* add a lock to CollisionEventsThisFrameUbitUmarov2013-01-021-20/+29
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* *TEST* avatar unscripted sit. Some guessing/automationUbitUmarov2013-01-021-0/+13
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* make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov2012-12-111-14/+37
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* changes on the fast speed avatars collider, collisions from above, etcUbitUmarov2012-12-111-62/+64
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* fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2012-12-111-3/+4
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* a few more changes on avatar colliderUbitUmarov2012-12-111-73/+274
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* create a new ode character also with the new informationUbitUmarov2012-12-071-1/+2
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* *TEST* Use new avatar size in ubitODE.UbitUmarov2012-12-071-4/+44
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* avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2012-12-051-92/+63
| | | | avatar collider, just rounding the boxes, etc
* move characters (avatars) to own collision space, also fixing a problemUbitUmarov2012-12-041-9/+9
| | | | with previus code that was still assuming the avatar is g2
* raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov2012-12-041-4/+4
| | | | reduce head size a bit
* *TEST* diferent avatar colliderUbitUmarov2012-12-031-81/+288
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* adjust avatar standing Z positionUbitUmarov2012-12-031-5/+11
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* [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculptsUbitUmarov2012-10-071-1/+0
| | | | now
* messing around... Let terrain and water have nullphysicsactors, letUbitUmarov2012-07-151-6/+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. ...
* In collisions report linksets root parts to parts, and not all parts.UbitUmarov2012-07-131-1/+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
* ubitODE leaksUbitUmarov2012-07-111-0/+2
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* fix physics not reporting collisions only with terrainUbitUmarov2012-05-291-0/+1
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* fix avatars collisions on sim crossings and other few cases where ↵UbitUmarov2012-05-281-2/+1
| | | | freemove() is called
* Let OOB information usable outside ubitodeUbitUmarov2012-05-271-23/+0
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* minor changesUbitUmarov2012-05-201-5/+2
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* reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov2012-05-191-31/+48
| | | | similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
* fix character IsPhysicalUbitUmarov2012-05-191-1/+1
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* add colliders relative velocity projected in collision direction to ↵UbitUmarov2012-05-191-0/+1
| | | | collisions report information.
* revert terminal vel reduction. It helped but not efectiveUbitUmarov2012-05-111-2/+2
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* reduce avatars terminal velocity to less than 30m/s or colisions with basic ↵UbitUmarov2012-05-101-5/+7
| | | | boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt).
* force lower avatar density for testingUbitUmarov2012-05-051-0/+4
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* UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any ↵UbitUmarov2012-05-041-2/+4
| | | | significant change like new 'velocity' or new position, etc, requests
* testUbitUmarov2012-04-271-1/+7
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* testUbitUmarov2012-04-271-2/+2
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* itestUbitUmarov2012-04-271-2/+1
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* testUbitUmarov2012-04-271-13/+11
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* testingUbitUmarov2012-04-271-1/+1
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* testing....UbitUmarov2012-04-271-41/+78
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* testingUbitUmarov2012-04-271-1/+1
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* testingUbitUmarov2012-04-271-58/+71
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* testingUbitUmarov2012-04-271-1/+1
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* testingUbitUmarov2012-04-271-0/+6
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* TESTINGUbitUmarov2012-04-271-0/+1
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* let objects/avas push avasUbitUmarov2012-04-241-2/+1
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