Commit message (Collapse) | Author | Files | Lines | ||
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2012-12-05 | avatar collision plane send to viewer is only relative to feet. change | UbitUmarov | 2 | -101/+72 | |
avatar collider, just rounding the boxes, etc | |||||
2012-12-04 | move characters (avatars) to own collision space, also fixing a problem | UbitUmarov | 3 | -14/+47 | |
with previus code that was still assuming the avatar is g2 | |||||
2012-12-04 | raise standing avatar a bit to reduce knees bending on some collisions. | UbitUmarov | 1 | -4/+4 | |
reduce head size a bit | |||||
2012-12-03 | *TEST* diferent avatar collider | UbitUmarov | 2 | -101/+337 | |
2012-12-03 | adjust avatar standing Z position | UbitUmarov | 1 | -5/+11 | |
2012-11-24 | don't zero constant force and torque in selection | UbitUmarov | 1 | -6/+6 | |
2012-11-02 | add debug position on bad primmesh error | UbitUmarov | 1 | -2/+2 | |
2012-10-28 | revert last change | UbitUmarov | 1 | -2/+1 | |
2012-10-28 | fix ode timing | UbitUmarov | 1 | -1/+2 | |
2012-10-28 | minor change | UbitUmarov | 1 | -0/+1 | |
2012-10-28 | test limit ode exec time by time not number of loops done | UbitUmarov | 1 | -8/+13 | |
2012-10-20 | bug fix | UbitUmarov | 2 | -1/+3 | |
2012-10-19 | UbitOde stop doing a copy of the asset data using just the reference to | UbitUmarov | 1 | -2/+3 | |
it. It costs a lot of cpu and doesn't seem all that usefull. | |||||
2012-10-16 | fixes | UbitUmarov | 3 | -67/+82 | |
2012-10-13 | missing file | UbitUmarov | 1 | -0/+2 | |
2012-10-12 | [TEST] disk cache meshs | UbitUmarov | 1 | -2/+2 | |
2012-10-12 | commit the right files! | UbitUmarov | 2 | -5737/+4763 | |
2012-10-12 | remove some more debug spam on ode | UbitUmarov | 2 | -4766/+5735 | |
2012-10-10 | add some quaternion normalizations to keep errors under control | UbitUmarov | 1 | -0/+3 | |
2012-10-10 | debug | UbitUmarov | 1 | -0/+6 | |
2012-10-09 | fix debug :) | UbitUmarov | 1 | -1/+1 | |
2012-10-09 | debug... | UbitUmarov | 1 | -0/+5 | |
2012-10-09 | debug... | UbitUmarov | 1 | -2/+5 | |
2012-10-09 | avoid crashing so debug is seen | UbitUmarov | 1 | -0/+1 | |
2012-10-09 | another debug msg | UbitUmarov | 1 | -0/+22 | |
2012-10-09 | force allocation of mesh data on creation ( messy code version ) | UbitUmarov | 2 | -2/+1 | |
2012-10-09 | temporary debug code | UbitUmarov | 1 | -0/+19 | |
2012-10-09 | fire a extra terseupdate when stopping (like in loosing physics). In some | UbitUmarov | 1 | -0/+3 | |
cases things seem not to stop | |||||
2012-10-09 | Change ray to land colision range limitation so it has no impact on other | UbitUmarov | 1 | -6/+8 | |
geom types | |||||
2012-10-09 | move terrain geom to own ode space. Limit range on raycast if includes | UbitUmarov | 3 | -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 (?) | UbitUmarov | 3 | -108/+103 | |
2012-10-07 | bug fix + make costs visible for testing | UbitUmarov | 2 | -37/+59 | |
2012-10-07 | [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculpts | UbitUmarov | 4 | -972/+606 | |
now | |||||
2012-10-04 | more changes and more non active code | UbitUmarov | 3 | -25/+138 | |
2012-10-04 | more changes. Most code not in use | UbitUmarov | 2 | -10/+543 | |
2012-10-03 | meshworker basic replacement of SOP CheckSculptAndLoad ( for now disabled | UbitUmarov | 1 | -4/+39 | |
for all physics engines) | |||||
2012-10-03 | making meshworker have more work.. | UbitUmarov | 2 | -4/+23 | |
2012-10-03 | introduce a ODEMeshWorker class, should be pure cosmetic changes for now | UbitUmarov | 3 | -159/+212 | |
2012-09-27 | make some forgotten changes be done by simulation thread not by caller | UbitUmarov | 2 | -34/+126 | |
2012-09-17 | Remove spammy "axislock" debug. | Melanie | 1 | -1/+1 | |
2012-08-06 | ** DANGER someone should stress test more ** release unused physics meshs, ↵ | UbitUmarov | 2 | -25/+26 | |
including unmanaged memory allocations (allocated by managed code) | |||||
2012-08-04 | *feature test* ubitode, let convex hull shape type work for prims other | UbitUmarov | 1 | -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. | |||||
2012-07-27 | Change the stair fudge factor so steps of 0.5m can be climbled to match ↵ | Melanie | 1 | -2/+2 | |
inworldz claims and SL's realities | |||||
2012-07-17 | UbitOde: remove useless water collider from active code. | UbitUmarov | 1 | -8/+8 | |
2012-07-15 | messing around... Let terrain and water have nullphysicsactors, let | UbitUmarov | 5 | -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. ... | |||||
2012-07-14 | Reinstate sleeping because less CPU is preferred over reporting accuracy. | Melanie | 1 | -1/+1 | |
Who needs accurate collisions when the sim lags and crashes? | |||||
2012-07-13 | In collisions report linksets root parts to parts, and not all parts. | UbitUmarov | 4 | -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 frame | UbitUmarov | 1 | -1/+2 | |
2012-07-12 | Use faster any contact point collision detection for Volumedetect, plus | UbitUmarov | 3 | -98/+41 | |
some clean up | |||||
2012-07-11 | ubitODE leaks | UbitUmarov | 3 | -25/+33 | |