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path: root/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs (follow)
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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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* UbitODE: replace 'taints' by 'changes' for avatars also. This provides ↵UbitUmarov2012-02-111-37/+14
| | | | better time order with changes in prims.
* vehicle changes done by simulation thread and not calling oneUbitUmarov2012-02-111-1/+6
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* test on gitUbitUmarov2012-02-101-0/+1
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* Changes to vehicles code etc. Includes some debug aids to remove later.UbitUmarov2012-02-101-0/+1
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* UbitODE plugin initial commitUbitUmarov2012-02-081-0/+2741