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* | ubitODE: - character managed ode was only getting position etc from ↵ | UbitUmarov | 2012-04-17 | 1 | -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 ↵ | UbitUmarov | 2012-04-17 | 1 | -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 ↵ | UbitUmarov | 2012-04-16 | 1 | -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 ↵ | UbitUmarov | 2012-04-09 | 1 | -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 ↵ | UbitUmarov | 2012-03-24 | 1 | -50/+76 | |
| | | | | a bad move i made. Variable colisions softness. | |||||
* | Avatars have no bounce | UbitUmarov | 2012-03-24 | 1 | -5/+6 | |
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* | Tell physics about physics shape when creating. Added some virtual methods ↵ | UbitUmarov | 2012-03-21 | 1 | -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 ubitODE | UbitUmarov | 2012-03-12 | 1 | -0/+1 | |
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* | initial steps to support physical phantoms | UbitUmarov | 2012-03-11 | 1 | -2/+26 | |
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* | update ubitOde | UbitUmarov | 2012-03-05 | 1 | -5/+10 | |
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* | update UbitOde | UbitUmarov | 2012-03-04 | 1 | -32/+27 | |
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* | update UbitODE | UbitUmarov | 2012-03-04 | 1 | -36/+32 | |
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* | ubitODE bug fix | UbitUmarov | 2012-02-29 | 1 | -1/+1 | |
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* | update ubitODE to current working state | UbitUmarov | 2012-02-29 | 1 | -44/+79 | |
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* | update ubitODE to my current working state | UbitUmarov | 2012-02-27 | 1 | -391/+123 | |
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* | remove drawstuff from ubitode | UbitUmarov | 2012-02-11 | 1 | -153/+0 | |
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* | remove forgotten taints code | UbitUmarov | 2012-02-11 | 1 | -32/+0 | |
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* | UbitODE: replace 'taints' by 'changes' for avatars also. This provides ↵ | UbitUmarov | 2012-02-11 | 1 | -37/+14 | |
| | | | | better time order with changes in prims. | |||||
* | vehicle changes done by simulation thread and not calling one | UbitUmarov | 2012-02-11 | 1 | -1/+6 | |
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* | test on git | UbitUmarov | 2012-02-10 | 1 | -0/+1 | |
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* | Changes to vehicles code etc. Includes some debug aids to remove later. | UbitUmarov | 2012-02-10 | 1 | -0/+1 | |
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* | UbitODE plugin initial commit | UbitUmarov | 2012-02-08 | 1 | -0/+2741 | |