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path: root/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs (unfollow)
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2013-05-29 make sure friction slip parameters are zero ( or other value ) and notUbitUmarov1-3/+3
default cmf
2013-05-29*** DANGER TESTING **** changed prims mesh generation hopefully removingUbitUmarov1-176/+112
spurius faces. CHanged several aspects. Fixed prims inertia that was too low, still using box as model. Increased number of quickstep SOR iterations to 15. Keep it 15 even on heavy load ( will only jump simulation time).
2013-01-26bug fix: crash when too many collisions on a ode stepUbitUmarov1-36/+40
2013-01-23Fix a type (Suports => Supports). Also put the normal terrain collision checkMelanie1-1/+1
into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
2013-01-13 prevent potencial invalid refsUbitUmarov1-8/+8
2013-01-07 also exclude landUbitUmarov1-3/+3
2013-01-07exclude avatars from unfiltered RaycastWorldUbitUmarov1-3/+3
2013-01-02*TEST* avatar unscripted sit. Some guessing/automationUbitUmarov1-62/+192
2012-12-18 missing fileUbitUmarov1-4/+3
2012-12-17* TEST * unscripted sitUbitUmarov1-2/+13
2012-12-11 fix let other phys plugins work.. broken when added feetOffsetUbitUmarov1-2/+2
2012-12-11 missing files remove some warnings...UbitUmarov1-1/+1
2012-12-11 a few more changes on avatar colliderUbitUmarov1-226/+89
2012-12-07 create a new ode character also with the new informationUbitUmarov1-2/+2
2012-12-07*TEST* Use new avatar size in ubitODE.UbitUmarov1-0/+1
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