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path: root/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs (unfollow)
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2012-10-09Change ray to land colision range limitation so it has no impact on otherUbitUmarov1-6/+8
geom types
2012-10-09move terrain geom to own ode space. Limit range on raycast if includesUbitUmarov1-2/+14
terrain until ode doesn't eat all stack. Add a pre-simulation method to do pending actors changes (except mesh assets still not ready to use), to be optionaly called before firing heartbeat. [UNTESTED]
2012-07-15messing around... Let terrain and water have nullphysicsactors, letUbitUmarov1-39/+60
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.UbitUmarov1-2/+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
2012-04-16ubitODE: - fix remove characters from default raycasts filters as older code ↵UbitUmarov1-8/+8
(or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE
2012-04-16ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov1-83/+243
bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
2012-02-08UbitODE plugin initial commitUbitUmarov1-0/+443