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2012-12-05avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2-101/+72
avatar collider, just rounding the boxes, etc
2012-12-04move characters (avatars) to own collision space, also fixing a problemUbitUmarov3-14/+47
with previus code that was still assuming the avatar is g2
2012-12-04raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov1-4/+4
reduce head size a bit
2012-12-03*TEST* diferent avatar colliderUbitUmarov2-101/+337
2012-12-03adjust avatar standing Z positionUbitUmarov1-5/+11
2012-11-24don't zero constant force and torque in selectionUbitUmarov1-6/+6
2012-11-02 add debug position on bad primmesh errorUbitUmarov1-2/+2
2012-10-28 revert last changeUbitUmarov1-2/+1
2012-10-28 fix ode timingUbitUmarov1-1/+2
2012-10-28minor changeUbitUmarov1-0/+1
2012-10-28test limit ode exec time by time not number of loops doneUbitUmarov1-8/+13
2012-10-20 bug fixUbitUmarov2-1/+3
2012-10-19UbitOde stop doing a copy of the asset data using just the reference toUbitUmarov1-2/+3
it. It costs a lot of cpu and doesn't seem all that usefull.
2012-10-16 fixesUbitUmarov3-67/+82
2012-10-13 missing fileUbitUmarov1-0/+2
2012-10-12[TEST] disk cache meshsUbitUmarov1-2/+2
2012-10-12commit the right files!UbitUmarov2-5737/+4763
2012-10-12 remove some more debug spam on odeUbitUmarov2-4766/+5735
2012-10-10 add some quaternion normalizations to keep errors under controlUbitUmarov1-0/+3
2012-10-10debugUbitUmarov1-0/+6
2012-10-09fix debug :)UbitUmarov1-1/+1
2012-10-09debug...UbitUmarov1-0/+5
2012-10-09debug...UbitUmarov1-2/+5
2012-10-09avoid crashing so debug is seenUbitUmarov1-0/+1
2012-10-09 another debug msgUbitUmarov1-0/+22
2012-10-09 force allocation of mesh data on creation ( messy code version )UbitUmarov2-2/+1
2012-10-09temporary debug codeUbitUmarov1-0/+19
2012-10-09 fire a extra terseupdate when stopping (like in loosing physics). In someUbitUmarov1-0/+3
cases things seem not to stop
2012-10-09Change ray to land colision range limitation so it has no impact on otherUbitUmarov1-6/+8
geom types
2012-10-09move terrain geom to own ode space. Limit range on raycast if includesUbitUmarov3-83/+226
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]
2012-10-07 a few changes/fix (?)UbitUmarov3-108/+103
2012-10-07 bug fix + make costs visible for testingUbitUmarov2-37/+59
2012-10-07[DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculptsUbitUmarov4-972/+606
now
2012-10-04 more changes and more non active codeUbitUmarov3-25/+138
2012-10-04 more changes. Most code not in useUbitUmarov2-10/+543
2012-10-03meshworker basic replacement of SOP CheckSculptAndLoad ( for now disabledUbitUmarov1-4/+39
for all physics engines)
2012-10-03 making meshworker have more work..UbitUmarov2-4/+23
2012-10-03 introduce a ODEMeshWorker class, should be pure cosmetic changes for nowUbitUmarov3-159/+212
2012-09-27make some forgotten changes be done by simulation thread not by callerUbitUmarov2-34/+126
2012-09-17Remove spammy "axislock" debug.Melanie1-1/+1
2012-08-06** DANGER someone should stress test more ** release unused physics meshs, ↵UbitUmarov2-25/+26
including unmanaged memory allocations (allocated by managed code)
2012-08-04*feature test* ubitode, let convex hull shape type work for prims otherUbitUmarov1-6/+15
than uploaded meshs, making it change the mesh level of detail from high to low. This will work on all prims that get a internal mesh or sculpts. Mesh size reduction will depend on particular shape. This is not as SL. There prims do also get concave areas. Uploaded meshs work as before. A normal 10x10x10 torus gets 152 vertices in place of 900, and 198 faces in place of 1198.
2012-07-27Change the stair fudge factor so steps of 0.5m can be climbled to match ↵Melanie1-2/+2
inworldz claims and SL's realities
2012-07-17UbitOde: remove useless water collider from active code.UbitUmarov1-8/+8
2012-07-15messing around... Let terrain and water have nullphysicsactors, letUbitUmarov5-293/+220
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. ...
2012-07-14Reinstate sleeping because less CPU is preferred over reporting accuracy.Melanie1-1/+1
Who needs accurate collisions when the sim lags and crashes?
2012-07-13In collisions report linksets root parts to parts, and not all parts.UbitUmarov4-41/+45
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
2012-07-13 fix bad vehicle reference frameUbitUmarov1-1/+2
2012-07-12 Use faster any contact point collision detection for Volumedetect, plusUbitUmarov3-98/+41
some clean up
2012-07-11ubitODE leaksUbitUmarov3-25/+33