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path: root/OpenSim/Region/Physics/UbitOdePlugin/OdeScene.cs (follow)
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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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* 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).