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2014-07-21 avatar collisions fixUbitUmarov1-51/+54
2014-07-21 change ava to ava collisions a bitUbitUmarov1-30/+42
2014-07-21bug fixUbitUmarov1-4/+5
2014-07-20 fix physics sit for physical child primsUbitUmarov1-4/+4
2014-07-19revert to capsule representation of avatar colliderUbitUmarov1-297/+28
2013-05-29retouch prim stopped condition testUbitUmarov1-3/+3
2013-05-29 removed spurius ref to ode.dll from odeapiUbitUmarov1-1/+1
2013-05-29correction to previus comment: all parameters but gravity modifier haveUbitUmarov1-1/+0
efect on all prims.
2013-05-29let gravity modifier, friction, restitution and density changes be appliedUbitUmarov2-6/+65
to prim. Only have efect on root prim. Density doesn't get effect imediatly, only on next change of size or shape. density change implies a full body rebuild to be done later, after reducing the number of sets sop does. Other parameters should work. **** mainly untested ***
2013-05-29 make sure friction slip parameters are zero ( or other value ) and notUbitUmarov1-3/+3
default cmf
2013-05-29*** DANGER TESTING **** changed prims mesh generation hopefully removingUbitUmarov5-205/+145
spurius faces. CHanged several aspects. Fixed prims inertia that was too low, still using box as model. Increased number of quickstep SOR iterations to 15. Keep it 15 even on heavy load ( will only jump simulation time).
2013-05-14* This fixes the avatar stuck in objects on login and teleport by gently ↵teravus1-0/+12
applying an upward motion when stuck in things on the Z * Comments describe how it filters out good, normal collisions, from 'stuck' collisions.. It's especially sensitive in feetbox collisions since this is where normal collisions happen under usual circumstances.
2013-05-14* Tweaks the hard cut to apply to collisions of Greater then Normal Z 0.95. ↵teravus1-1/+27
This fits within Ubit's framework of multi-body collisions, just moves the reactive force to the Midboxgeom(actual detection) instead of the bigbox geom(pre detection)
2013-03-12Spot fix the interpenetration issue. Thanks, Ter.Melanie1-2/+2
2013-01-26bug fix: crash when too many collisions on a ode stepUbitUmarov1-36/+40
2013-01-23Fix a type (Suports => Supports). Also put the normal terrain collision checkMelanie1-1/+1
into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
2013-01-13 prevent potencial invalid refsUbitUmarov2-170/+53
2013-01-08* DAnger, TEST * change camera plane collision detection. Still bounces onUbitUmarov1-12/+29
* prim edges due to camera lag
2013-01-07 also exclude landUbitUmarov1-3/+3
2013-01-07exclude avatars from unfiltered RaycastWorldUbitUmarov1-3/+3
2013-01-06don't try to read geom positions outside main ode thread :(UbitUmarov1-10/+11
2013-01-03bug fix, cleanup...UbitUmarov3-38/+34
2013-01-02i try to fix avatar orientation in some cases..UbitUmarov1-2/+2
2013-01-02 add a lock to CollisionEventsThisFrameUbitUmarov1-20/+29
2013-01-02*TEST* avatar unscripted sit. Some guessing/automationUbitUmarov4-328/+782
2012-12-18 missing fileUbitUmarov1-4/+3
2012-12-18fixUbitUmarov2-7/+26
2012-12-17 some clean up/fixUbitUmarov1-1/+1
2012-12-17* TEST * unscripted sitUbitUmarov2-2/+196
2012-12-11make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov1-14/+37
2012-12-11 changes on the fast speed avatars collider, collisions from above, etcUbitUmarov1-62/+64
2012-12-11 fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2-5/+6
2012-12-11 missing files remove some warnings...UbitUmarov3-4/+3
2012-12-11 a few more changes on avatar colliderUbitUmarov2-299/+363
2012-12-07 create a new ode character also with the new informationUbitUmarov2-3/+4
2012-12-07*TEST* Use new avatar size in ubitODE.UbitUmarov2-4/+45
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