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path: root/OpenSim/Region/Physics/UbitOdePlugin/OdeApi.cs (unfollow)
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2013-01-03bug fix, cleanup...UbitUmarov1-2/+13
2012-07-15messing around... Let terrain and water have nullphysicsactors, letUbitUmarov1-3/+3
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. ...
2012-07-12 Use faster any contact point collision detection for Volumedetect, plusUbitUmarov1-0/+2
some clean up
2012-07-09 retry fixing ode getconfiguration()UbitUmarov1-1/+8
2012-07-09 fix ode getconfigurationUbitUmarov1-1/+1
2012-04-16ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov1-4/+4
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.
2012-04-09chODE and ubitODE always return prim mass (they where returning object mass ↵UbitUmarov1-4/+49
on physical prims) so SOG can do the total add. (ubitODE as more code to use a simpler terrain geom on a modified ode lib but should do autodetect and work with normal lib).
2012-02-27 update ubitODE to my current working stateUbitUmarov1-1/+0
2012-02-10test on gitUbitUmarov1-0/+1
2012-02-10 Changes to vehicles code etc. Includes some debug aids to remove later.UbitUmarov1-14/+71
2012-02-08UbitODE plugin initial commitUbitUmarov1-0/+1903