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path: root/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs (follow)
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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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* log ODE lib configurationUbitUmarov2012-07-091-3/+7
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* fix ODE dispose plus minor clean. On regions restart ode.dispose seemsUbitUmarov2012-07-091-15/+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
* ODE turn off material dependent friction while vehicle linear motor is ↵UbitUmarov2012-07-071-2/+2
| | | | Effective. Increase a bit world damping of velocities
* ubitode: create and use 4 off world collision spaces for offworld static primsUbitUmarov2012-06-301-11/+38
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* a bit cleaner code (?) on sculpts/meshs meshing checkingUbitUmarov2012-05-281-7/+6
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* let meshs work indenpendently of mesh_sculpted_prim config optionUbitUmarov2012-05-281-29/+25
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* try to let avas climb higher steps. Will only work in some cases, may have ↵UbitUmarov2012-05-211-8/+74
| | | | bad effects, so needs some more testing
* minor changesUbitUmarov2012-05-201-23/+19
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* reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov2012-05-191-34/+36
| | | | similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
* add colliders relative velocity projected in collision direction to ↵UbitUmarov2012-05-191-1/+10
| | | | collisions report information.
* ubitODE: if stopped having collisions do report zero colisions once, so ↵UbitUmarov2012-05-151-1/+5
| | | | collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate.
* ubitODE: fix not reporting land collisions on same cases.UbitUmarov2012-05-151-2/+25
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* ubitODE reduced again a bit the max allowed correction velocity on ↵UbitUmarov2012-05-121-1/+1
| | | | colisions, to reduce a bit bouncing inerent to colisions.
* ubitODE: trial workaround for avatar colisionsUbitUmarov2012-05-121-6/+49
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* reduce avatars terminal velocity to less than 30m/s or colisions with basic ↵UbitUmarov2012-05-101-1/+2
| | | | boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt).
* UbitODE: reduced the diference btw dinamic and static friction, making ↵UbitUmarov2012-05-051-17/+17
| | | | dinamic larger more identical to static.
* ubitode fix inertia for same cases. Added a nasty lock on llGetCenterOfMass ↵UbitUmarov2012-04-291-5/+5
| | | | and simulate
* ubitODE fix don't report colisions with a volume detector ( only report to it )UbitUmarov2012-04-271-12/+16
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* ubitODE - do own timing control (as chODE does) until heartbeat does it rightUbitUmarov2012-04-231-17/+30
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* ubitODE - several changes...UbitUmarov2012-04-231-79/+52
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* ubitODE: - Change triangles used in terrain height estimationUbitUmarov2012-04-201-11/+28
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* ubitODE: - character managed ode was only getting position etc from ↵UbitUmarov2012-04-171-1/+4
| | | | unmanaged at heartbeat rate like core ode. Now do it at ODE rate in move(..). UpdatePositionAndVelocity() called once per heartbeat is now empty.
* ubitODE: - made avatar/ground collision pid servo a bit softer since seems a ↵UbitUmarov2012-04-171-4/+5
| | | | bit unstable with small avas in AVI even if fine on my testsite - Removed reading of PID parameters from config files since that only serves to mess things up and adds more unknowns
* ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov2012-04-161-62/+172
| | | | 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.
* chODE and ubitODE always return prim mass (they where returning object mass ↵UbitUmarov2012-04-091-63/+255
| | | | 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).
* UbitOde let caller try to build meshs like done in chode. Changing this was ↵UbitUmarov2012-03-241-50/+76
| | | | a bad move i made. Variable colisions softness.
* Avatars have no bounceUbitUmarov2012-03-241-5/+6
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* Tell physics about physics shape when creating. Added some virtual methods ↵UbitUmarov2012-03-211-2/+30
| | | | to get/set density,gravmod, frition,bounce and shape type ( not in use ). UbitOde now should do convex type on creation or everytime the mesh is changed ( as in change size, shape, etc )
* missing file in ubitODEUbitUmarov2012-03-121-0/+1
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* initial steps to support physical phantomsUbitUmarov2012-03-111-2/+26
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* update ubitOdeUbitUmarov2012-03-051-5/+10
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* update UbitOdeUbitUmarov2012-03-041-32/+27
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* update UbitODEUbitUmarov2012-03-041-36/+32
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* ubitODE bug fixUbitUmarov2012-02-291-1/+1
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* update ubitODE to current working stateUbitUmarov2012-02-291-44/+79
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* update ubitODE to my current working stateUbitUmarov2012-02-271-391/+123
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* remove drawstuff from ubitodeUbitUmarov2012-02-111-153/+0
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* remove forgotten taints codeUbitUmarov2012-02-111-32/+0
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