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path: root/OpenSim/Region/Physics/UbitOdePlugin (follow)
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* add debug position on bad primmesh errorUbitUmarov2012-11-021-2/+2
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* revert last changeUbitUmarov2012-10-281-2/+1
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* fix ode timingUbitUmarov2012-10-281-1/+2
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* minor changeUbitUmarov2012-10-281-0/+1
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* test limit ode exec time by time not number of loops doneUbitUmarov2012-10-281-8/+13
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* bug fixUbitUmarov2012-10-202-1/+3
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* UbitOde stop doing a copy of the asset data using just the reference toUbitUmarov2012-10-191-2/+3
| | | | it. It costs a lot of cpu and doesn't seem all that usefull.
* fixesUbitUmarov2012-10-163-67/+82
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* missing fileUbitUmarov2012-10-131-0/+2
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* [TEST] disk cache meshsUbitUmarov2012-10-121-2/+2
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* commit the right files!UbitUmarov2012-10-122-5737/+4763
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* remove some more debug spam on odeUbitUmarov2012-10-122-4766/+5735
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* add some quaternion normalizations to keep errors under controlUbitUmarov2012-10-101-0/+3
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* debugUbitUmarov2012-10-101-0/+6
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* fix debug :)UbitUmarov2012-10-091-1/+1
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* debug...UbitUmarov2012-10-091-0/+5
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* debug...UbitUmarov2012-10-091-2/+5
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* avoid crashing so debug is seenUbitUmarov2012-10-091-0/+1
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* another debug msgUbitUmarov2012-10-091-0/+22
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* force allocation of mesh data on creation ( messy code version )UbitUmarov2012-10-092-2/+1
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* temporary debug codeUbitUmarov2012-10-091-0/+19
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* fire a extra terseupdate when stopping (like in loosing physics). In someUbitUmarov2012-10-091-0/+3
| | | | cases things seem not to stop
* Change ray to land colision range limitation so it has no impact on otherUbitUmarov2012-10-091-6/+8
| | | | geom types
* move terrain geom to own ode space. Limit range on raycast if includesUbitUmarov2012-10-093-83/+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]
* a few changes/fix (?)UbitUmarov2012-10-073-108/+103
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* bug fix + make costs visible for testingUbitUmarov2012-10-072-37/+59
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* [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculptsUbitUmarov2012-10-074-972/+606
| | | | now
* more changes and more non active codeUbitUmarov2012-10-043-25/+138
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* more changes. Most code not in useUbitUmarov2012-10-042-10/+543
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* meshworker basic replacement of SOP CheckSculptAndLoad ( for now disabledUbitUmarov2012-10-031-4/+39
| | | | for all physics engines)
* making meshworker have more work..UbitUmarov2012-10-032-4/+23
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* introduce a ODEMeshWorker class, should be pure cosmetic changes for nowUbitUmarov2012-10-033-159/+212
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* make some forgotten changes be done by simulation thread not by callerUbitUmarov2012-09-272-34/+126
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* Remove spammy "axislock" debug.Melanie2012-09-171-1/+1
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* ** DANGER someone should stress test more ** release unused physics meshs, ↵UbitUmarov2012-08-062-25/+26
| | | | including unmanaged memory allocations (allocated by managed code)
* *feature test* ubitode, let convex hull shape type work for prims otherUbitUmarov2012-08-041-6/+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.
* Change the stair fudge factor so steps of 0.5m can be climbled to match ↵Melanie2012-07-271-2/+2
| | | | inworldz claims and SL's realities
* UbitOde: remove useless water collider from active code.UbitUmarov2012-07-171-8/+8
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* Merge branch 'avination' into ubitworkUbitUmarov2012-07-151-1/+1
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| * Reinstate sleeping because less CPU is preferred over reporting accuracy.Melanie2012-07-141-1/+1
| | | | | | | | Who needs accurate collisions when the sim lags and crashes?
* | messing around... Let terrain and water have nullphysicsactors, letUbitUmarov2012-07-155-293/+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. ...
* In collisions report linksets root parts to parts, and not all parts.UbitUmarov2012-07-134-41/+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
* fix bad vehicle reference frameUbitUmarov2012-07-131-1/+2
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* Use faster any contact point collision detection for Volumedetect, plusUbitUmarov2012-07-123-98/+41
| | | | some clean up
* ubitODE leaksUbitUmarov2012-07-113-25/+33
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* let rotationVelocity or AngularVelocity be setted on prims. Limited toUbitUmarov2012-07-101-19/+46
| | | | 12rad/s
* retry fixing ode getconfiguration()UbitUmarov2012-07-091-1/+8
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* fix ode getconfigurationUbitUmarov2012-07-092-2/+2
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* log ODE lib configurationUbitUmarov2012-07-091-3/+7
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* fix ODE dispose plus minor clean. On regions restart ode.dispose seemsUbitUmarov2012-07-091-15/+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