Commit message (Collapse) | Author | Files | Lines | ||
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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 | |
2012-07-10 | let rotationVelocity or AngularVelocity be setted on prims. Limited to | UbitUmarov | 1 | -19/+46 | |
12rad/s | |||||
2012-07-09 | retry fixing ode getconfiguration() | UbitUmarov | 1 | -1/+8 | |
2012-07-09 | fix ode getconfiguration | UbitUmarov | 2 | -2/+2 | |
2012-07-09 | log ODE lib configuration | UbitUmarov | 1 | -3/+7 | |
2012-07-09 | fix ODE dispose plus minor clean. On regions restart ode.dispose seems | UbitUmarov | 1 | -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 | |||||
2012-07-07 | ODE turn off material dependent friction while vehicle linear motor is ↵ | UbitUmarov | 3 | -5/+9 | |
Effective. Increase a bit world damping of velocities | |||||
2012-06-30 | ubitode: create and use 4 off world collision spaces for offworld static prims | UbitUmarov | 1 | -11/+38 | |
2012-06-04 | fix addforce/impulse. | UbitUmarov | 1 | -3/+3 | |
2012-05-30 | ubitode prim: if makebody() is called already having a body, do a full ↵ | UbitUmarov | 1 | -3/+4 | |
destrution so there are no 'leaks'. | |||||
2012-05-30 | Guard setting the building flag | Melanie | 1 | -0/+4 | |
2012-05-30 | Whitespace fix | Melanie | 1 | -1/+1 | |
2012-05-29 | fix physics not reporting collisions only with terrain | UbitUmarov | 1 | -0/+1 | |
2012-05-28 | fix avatars collisions on sim crossings and other few cases where ↵ | UbitUmarov | 1 | -2/+1 | |
freemove() is called | |||||
2012-05-28 | a bit cleaner code (?) on sculpts/meshs meshing checking | UbitUmarov | 1 | -7/+6 | |
2012-05-28 | let meshs work indenpendently of mesh_sculpted_prim config option | UbitUmarov | 1 | -29/+25 | |
2012-05-28 | revert making sculpts phanton if sculpt meshing option is off | UbitUmarov | 1 | -2/+0 | |
2012-05-27 | Let OOB information usable outside ubitode | UbitUmarov | 2 | -28/+5 | |
2012-05-21 | also don't collide sculps or meshs if meshing is OFF | UbitUmarov | 1 | -0/+2 | |
2012-05-21 | try to let avas climb higher steps. Will only work in some cases, may have ↵ | UbitUmarov | 2 | -9/+75 | |
bad effects, so needs some more testing | |||||
2012-05-20 | minor changes | UbitUmarov | 3 | -32/+24 | |
2012-05-19 | reduce useless waste of cpu. Make character collision events be done ↵ | UbitUmarov | 3 | -125/+145 | |
similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added) | |||||
2012-05-19 | fix character IsPhysical | UbitUmarov | 1 | -1/+1 | |
2012-05-19 | add colliders relative velocity projected in collision direction to ↵ | UbitUmarov | 2 | -1/+11 | |
collisions report information. | |||||
2012-05-15 | ubitODE: if stopped having collisions do report zero colisions once, so ↵ | UbitUmarov | 2 | -9/+43 | |
collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate. | |||||
2012-05-15 | ubitODE: fix not reporting land collisions on same cases. | UbitUmarov | 1 | -2/+25 | |
2012-05-13 | ubitODE fix force in case of mlinear motor offset present | UbitUmarov | 1 | -4/+5 | |
2012-05-12 | ubitODE let vehicles responde faster to changes of some parameters like ↵ | UbitUmarov | 1 | -12/+13 | |
motors decay times | |||||
2012-05-12 | ubitODE reduced again a bit the max allowed correction velocity on ↵ | UbitUmarov | 1 | -1/+1 | |
colisions, to reduce a bit bouncing inerent to colisions. | |||||
2012-05-12 | ubitODE: trial workaround for avatar colisions | UbitUmarov | 1 | -6/+49 | |
2012-05-11 | revert terminal vel reduction. It helped but not efective | UbitUmarov | 1 | -2/+2 | |
2012-05-10 | reduce avatars terminal velocity to less than 30m/s or colisions with basic ↵ | UbitUmarov | 2 | -6/+9 | |
boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt). | |||||
2012-05-10 | direct upload of odedynamics.cs for testing ( ubitode ) | ubit | 1 | -100/+154 | |
2012-05-10 | ubitode: changes to vehicles servos | UbitUmarov | 1 | -100/+154 | |
2012-05-07 | minor change to linear motor decay | UbitUmarov | 1 | -11/+17 | |
2012-05-05 | UbitODE: reduced the diference btw dinamic and static friction, making ↵ | UbitUmarov | 1 | -17/+17 | |
dinamic larger more identical to static. | |||||
2012-05-05 | ubitODE prims: - moved outbounds checking back to ↵ | UbitUmarov | 1 | -4/+91 | |
UpdatePositionAndVelocity() from move() so it's done at end of each ode step and when it reports positions to core. There should be no need to check in both places. - Addforce() and AddAngularForce now apply a force if parameter pushforce is true or apply a impulse if false as it's actually needed (the prims grab case should be a force) | |||||
2012-05-05 | force lower avatar density for testing | UbitUmarov | 1 | -0/+4 | |
2012-05-04 | UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any ↵ | UbitUmarov | 1 | -2/+4 | |
significant change like new 'velocity' or new position, etc, requests |