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path: root/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs (follow)
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* change avatar physics and motion control. Still not that good :(UbitUmarov2014-09-291-11/+156
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* avatar collisions fixUbitUmarov2014-07-211-51/+54
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* bug fixUbitUmarov2014-07-211-4/+5
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* make sure friction slip parameters are zero ( or other value ) and notUbitUmarov2013-05-291-3/+3
| | | | default cmf
* *** DANGER TESTING **** changed prims mesh generation hopefully removingUbitUmarov2013-05-291-176/+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).
* bug fix: crash when too many collisions on a ode stepUbitUmarov2013-01-261-36/+40
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* Fix a type (Suports => Supports). Also put the normal terrain collision checkMelanie2013-01-231-1/+1
| | | | into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
* prevent potencial invalid refsUbitUmarov2013-01-131-8/+8
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* also exclude landUbitUmarov2013-01-071-3/+3
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* exclude avatars from unfiltered RaycastWorldUbitUmarov2013-01-071-3/+3
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* *TEST* avatar unscripted sit. Some guessing/automationUbitUmarov2013-01-021-62/+192
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* missing fileUbitUmarov2012-12-181-4/+3
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* * TEST * unscripted sitUbitUmarov2012-12-171-2/+13
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* fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2012-12-111-2/+2
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* missing files remove some warnings...UbitUmarov2012-12-111-1/+1
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* a few more changes on avatar colliderUbitUmarov2012-12-111-226/+89
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* create a new ode character also with the new informationUbitUmarov2012-12-071-2/+2
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* *TEST* Use new avatar size in ubitODE.UbitUmarov2012-12-071-0/+1
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* avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2012-12-051-9/+9
| | | | avatar collider, just rounding the boxes, etc
* move characters (avatars) to own collision space, also fixing a problemUbitUmarov2012-12-041-5/+35
| | | | with previus code that was still assuming the avatar is g2
* *TEST* diferent avatar colliderUbitUmarov2012-12-031-20/+49
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* revert last changeUbitUmarov2012-10-281-2/+1
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* fix ode timingUbitUmarov2012-10-281-1/+2
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* minor changeUbitUmarov2012-10-281-0/+1
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* test limit ode exec time by time not number of loops doneUbitUmarov2012-10-281-8/+13
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* bug fixUbitUmarov2012-10-201-1/+1
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* fixesUbitUmarov2012-10-161-26/+27
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* [TEST] disk cache meshsUbitUmarov2012-10-121-2/+2
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* commit the right files!UbitUmarov2012-10-121-3340/+1815
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* remove some more debug spam on odeUbitUmarov2012-10-121-1815/+3340
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* debug...UbitUmarov2012-10-091-2/+5
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* avoid crashing so debug is seenUbitUmarov2012-10-091-0/+1
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* another debug msgUbitUmarov2012-10-091-0/+22
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* move terrain geom to own ode space. Limit range on raycast if includesUbitUmarov2012-10-091-33/+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]
* a few changes/fix (?)UbitUmarov2012-10-071-11/+0
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* [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculptsUbitUmarov2012-10-071-123/+64
| | | | now
* more changes and more non active codeUbitUmarov2012-10-041-1/+11
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* more changes. Most code not in useUbitUmarov2012-10-041-1/+31
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* introduce a ODEMeshWorker class, should be pure cosmetic changes for nowUbitUmarov2012-10-031-157/+9
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* make some forgotten changes be done by simulation thread not by callerUbitUmarov2012-09-271-0/+11
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* ** DANGER someone should stress test more ** release unused physics meshs, ↵UbitUmarov2012-08-061-4/+15
| | | | including unmanaged memory allocations (allocated by managed code)
* Change the stair fudge factor so steps of 0.5m can be climbled to match ↵Melanie2012-07-271-2/+2
| | | | inworldz claims and SL's realities
* UbitOde: remove useless water collider from active code.UbitUmarov2012-07-171-8/+8
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* Merge branch 'avination' into ubitworkUbitUmarov2012-07-151-1/+1
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| * Reinstate sleeping because less CPU is preferred over reporting accuracy.Melanie2012-07-141-1/+1
| | | | | | | | Who needs accurate collisions when the sim lags and crashes?
* | messing around... Let terrain and water have nullphysicsactors, letUbitUmarov2012-07-151-238/+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. ...
* In collisions report linksets root parts to parts, and not all parts.UbitUmarov2012-07-131-17/+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
* Use faster any contact point collision detection for Volumedetect, plusUbitUmarov2012-07-121-2/+12
| | | | some clean up
* ubitODE leaksUbitUmarov2012-07-111-25/+29
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* fix ode getconfigurationUbitUmarov2012-07-091-1/+1
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