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My fork of OpenSim for IG and DG, called SledjChisl.
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UbitOdePlugin
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2012-03-12
ubitode prim select was not doing phantom case
UbitUmarov
1
-6
/
+17
2012-03-12
missing file in ubitODE
UbitUmarov
1
-0
/
+1
2012-03-11
ubitOde also knows a bit more about physical phantom
UbitUmarov
1
-29
/
+142
2012-03-11
initial steps to support physical phantoms
UbitUmarov
2
-3
/
+31
2012-03-09
ubitOde bug
UbitUmarov
1
-2
/
+4
2012-03-09
let chode and ubitode find ode.dll on windows
UbitUmarov
1
-0
/
+4
2012-03-05
update ubitOde
UbitUmarov
3
-77
/
+294
2012-03-04
update UbitOde
UbitUmarov
4
-63
/
+66
2012-03-04
update UbitODE
UbitUmarov
3
-36
/
+55
2012-03-02
update ubitODE
UbitUmarov
1
-15
/
+45
2012-02-29
ubitODE bug fix
UbitUmarov
1
-1
/
+1
2012-02-29
update ubitODE to current working state
UbitUmarov
2
-113
/
+199
2012-02-27
update ubitODE to my current working state
UbitUmarov
4
-568
/
+378
2012-02-11
remove drawstuff from ubitode
UbitUmarov
4
-256
/
+1
2012-02-11
removed outdated coments.
UbitUmarov
1
-630
/
+0
2012-02-11
remove forgotten taints code
UbitUmarov
1
-32
/
+0
2012-02-11
UbitODE: replace 'taints' by 'changes' for avatars also. This provides better...
UbitUmarov
3
-250
/
+378
2012-02-11
vehicle changes done by simulation thread and not calling one
UbitUmarov
2
-132
/
+200
2012-02-11
changes to vehicle banking
UbitUmarov
1
-69
/
+23
2012-02-11
a bit better vertical attractor and banking
UbitUmarov
1
-12
/
+23
2012-02-11
Use mesh to estimate real center of prims if avaiable. Let sculpt map texture...
UbitUmarov
1
-4
/
+2
2012-02-11
scale avatar push force with avatar density
UbitUmarov
1
-1
/
+2
2012-02-10
test on git
UbitUmarov
4
-0
/
+4
2012-02-10
Changes to vehicles code etc. Includes some debug aids to remove later.
UbitUmarov
4
-243
/
+145
2012-02-08
initial introdution of physics actor building control.
UbitUmarov
1
-1
/
+1
2012-02-08
UbitODE plugin initial commit
UbitUmarov
10
-0
/
+11556
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