aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs (follow)
Commit message (Collapse)AuthorAgeFilesLines
* change ava to ava collisions a bitUbitUmarov2014-07-211-30/+42
|
* revert to capsule representation of avatar colliderUbitUmarov2014-07-191-297/+28
|
* * 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
|
* add a lock to CollisionEventsThisFrameUbitUmarov2013-01-021-20/+29
|
* *TEST* avatar unscripted sit. Some guessing/automationUbitUmarov2013-01-021-0/+13
|
* make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov2012-12-111-14/+37
|
* changes on the fast speed avatars collider, collisions from above, etcUbitUmarov2012-12-111-62/+64
|
* fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2012-12-111-3/+4
|
* a few more changes on avatar colliderUbitUmarov2012-12-111-73/+274
|
* create a new ode character also with the new informationUbitUmarov2012-12-071-1/+2
|
* *TEST* Use new avatar size in ubitODE.UbitUmarov2012-12-071-4/+44
|
* 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
|
* adjust avatar standing Z positionUbitUmarov2012-12-031-5/+11
|
* [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
|
* fix physics not reporting collisions only with terrainUbitUmarov2012-05-291-0/+1
|
* 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
|
* minor changesUbitUmarov2012-05-201-5/+2
|
* 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
|
* 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
|
* 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
|
* 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
|
* testUbitUmarov2012-04-271-2/+2
|
* itestUbitUmarov2012-04-271-2/+1
|
* testUbitUmarov2012-04-271-13/+11
|
* testingUbitUmarov2012-04-271-1/+1
|
* testing....UbitUmarov2012-04-271-41/+78
|
* testingUbitUmarov2012-04-271-1/+1
|
* testingUbitUmarov2012-04-271-58/+71
|
* testingUbitUmarov2012-04-271-1/+1
|
* testingUbitUmarov2012-04-271-0/+6
|
* TESTINGUbitUmarov2012-04-271-0/+1
|
* let objects/avas push avasUbitUmarov2012-04-241-2/+1
|
* ubitODE - several changes...UbitUmarov2012-04-231-0/+3
|
* ubitODE - again avatar/terrain collision. Reduce new viewers interpolators ↵UbitUmarov2012-04-201-6/+14
| | | | efects reporting null velocity and aceleration when stopped near the right position, where they can still have instantanius large values that can get magnified by interpolators, specially using diferent timing estimation.
* ubitODE still retouching character pidUbitUmarov2012-04-181-2/+2
|
* ubitODE - retouch character PIDsUbitUmarov2012-04-181-4/+4
|
* ubitODE: - character managed ode was only getting position etc from ↵UbitUmarov2012-04-171-118/+44
| | | | unmanaged at heartbeat rate like core ode. Now do it at ODE rate in move(..). UpdatePositionAndVelocity() called once per heartbeat is now empty.