aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs (unfollow)
Commit message (Collapse)AuthorFilesLines
2012-12-05avatar collision plane send to viewer is only relative to feet. changeUbitUmarov1-9/+9
avatar collider, just rounding the boxes, etc
2012-12-04move characters (avatars) to own collision space, also fixing a problemUbitUmarov1-5/+35
with previus code that was still assuming the avatar is g2
2012-12-03*TEST* diferent avatar colliderUbitUmarov1-20/+49
2012-10-28 revert last changeUbitUmarov1-2/+1
2012-10-28 fix ode timingUbitUmarov1-1/+2
2012-10-28minor changeUbitUmarov1-0/+1
2012-10-28test limit ode exec time by time not number of loops doneUbitUmarov1-8/+13
2012-10-20 bug fixUbitUmarov1-1/+1
2012-10-16 fixesUbitUmarov1-26/+27
2012-10-12[TEST] disk cache meshsUbitUmarov1-2/+2
2012-10-12commit the right files!UbitUmarov1-3340/+1815
2012-10-12 remove some more debug spam on odeUbitUmarov1-1815/+3340
2012-10-09debug...UbitUmarov1-2/+5
2012-10-09avoid crashing so debug is seenUbitUmarov1-0/+1
2012-10-09 another debug msgUbitUmarov1-0/+22
2012-10-09move terrain geom to own ode space. Limit range on raycast if includesUbitUmarov1-33/+132
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]
2012-10-07 a few changes/fix (?)UbitUmarov1-11/+0
2012-10-07[DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculptsUbitUmarov1-123/+64
now
2012-10-04 more changes and more non active codeUbitUmarov1-1/+11
2012-10-04 more changes. Most code not in useUbitUmarov1-1/+31
2012-10-03 introduce a ODEMeshWorker class, should be pure cosmetic changes for nowUbitUmarov1-157/+9
2012-09-27make some forgotten changes be done by simulation thread not by callerUbitUmarov1-0/+11
2012-08-06** DANGER someone should stress test more ** release unused physics meshs, ↵UbitUmarov1-4/+15
including unmanaged memory allocations (allocated by managed code)
2012-07-27Change the stair fudge factor so steps of 0.5m can be climbled to match ↵Melanie1-2/+2
inworldz claims and SL's realities
2012-07-17UbitOde: remove useless water collider from active code.UbitUmarov1-8/+8
2012-07-15messing around... Let terrain and water have nullphysicsactors, letUbitUmarov1-238/+140
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. ...
2012-07-14Reinstate sleeping because less CPU is preferred over reporting accuracy.Melanie1-1/+1
Who needs accurate collisions when the sim lags and crashes?
2012-07-13In collisions report linksets root parts to parts, and not all parts.UbitUmarov1-17/+23
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
2012-07-12 Use faster any contact point collision detection for Volumedetect, plusUbitUmarov1-2/+12
some clean up
2012-07-11ubitODE leaksUbitUmarov1-25/+29
2012-07-09 fix ode getconfigurationUbitUmarov1-1/+1
2012-07-09 log ODE lib configurationUbitUmarov1-3/+7
2012-07-09 fix ODE dispose plus minor clean. On regions restart ode.dispose seemsUbitUmarov1-15/+43
to be called with scene still calling simulation, that should be changed, for now added a check for a valid world in ode simulation
2012-07-07ODE turn off material dependent friction while vehicle linear motor is ↵UbitUmarov1-2/+2
Effective. Increase a bit world damping of velocities
2012-06-30ubitode: create and use 4 off world collision spaces for offworld static primsUbitUmarov1-11/+38
2012-05-28a bit cleaner code (?) on sculpts/meshs meshing checkingUbitUmarov1-7/+6
2012-05-28 let meshs work indenpendently of mesh_sculpted_prim config optionUbitUmarov1-29/+25
2012-05-21 try to let avas climb higher steps. Will only work in some cases, may have ↵UbitUmarov1-8/+74
bad effects, so needs some more testing
2012-05-20minor changesUbitUmarov1-23/+19
2012-05-19 reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov1-34/+36
similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
2012-05-19add colliders relative velocity projected in collision direction to ↵UbitUmarov1-1/+10
collisions report information.
2012-05-15ubitODE: if stopped having collisions do report zero colisions once, so ↵UbitUmarov1-1/+5
collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate.
2012-05-15ubitODE: fix not reporting land collisions on same cases.UbitUmarov1-2/+25
2012-05-12 ubitODE reduced again a bit the max allowed correction velocity on ↵UbitUmarov1-1/+1
colisions, to reduce a bit bouncing inerent to colisions.
2012-05-12ubitODE: trial workaround for avatar colisionsUbitUmarov1-6/+49
2012-05-10reduce avatars terminal velocity to less than 30m/s or colisions with basic ↵UbitUmarov1-1/+2
boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt).
2012-05-05UbitODE: reduced the diference btw dinamic and static friction, making ↵UbitUmarov1-17/+17
dinamic larger more identical to static.
2012-04-29ubitode fix inertia for same cases. Added a nasty lock on llGetCenterOfMass ↵UbitUmarov1-5/+5
and simulate
2012-04-27ubitODE fix don't report colisions with a volume detector ( only report to it )UbitUmarov1-12/+16
2012-04-23ubitODE - do own timing control (as chODE does) until heartbeat does it rightUbitUmarov1-17/+30