Commit message (Collapse) | Author | Age | Files | Lines | |
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* | *TEST* Use new avatar size in ubitODE. | UbitUmarov | 2012-12-07 | 2 | -4/+45 |
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* | avatar collision plane send to viewer is only relative to feet. change | UbitUmarov | 2012-12-05 | 2 | -101/+72 |
| | | | | avatar collider, just rounding the boxes, etc | ||||
* | move characters (avatars) to own collision space, also fixing a problem | UbitUmarov | 2012-12-04 | 3 | -14/+47 |
| | | | | with previus code that was still assuming the avatar is g2 | ||||
* | raise standing avatar a bit to reduce knees bending on some collisions. | UbitUmarov | 2012-12-04 | 1 | -4/+4 |
| | | | | reduce head size a bit | ||||
* | Merge branch 'avination' into ubitwork | Melanie | 2012-12-03 | 2 | -102/+344 |
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| * | *TEST* diferent avatar collider | UbitUmarov | 2012-12-03 | 2 | -101/+337 |
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| * | adjust avatar standing Z position | UbitUmarov | 2012-12-03 | 1 | -5/+11 |
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* | | don't zero constant force and torque in selection | UbitUmarov | 2012-11-24 | 1 | -6/+6 |
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* | add debug position on bad primmesh error | UbitUmarov | 2012-11-02 | 1 | -2/+2 |
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* | revert last change | UbitUmarov | 2012-10-28 | 1 | -2/+1 |
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* | fix ode timing | UbitUmarov | 2012-10-28 | 1 | -1/+2 |
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* | minor change | UbitUmarov | 2012-10-28 | 1 | -0/+1 |
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* | test limit ode exec time by time not number of loops done | UbitUmarov | 2012-10-28 | 1 | -8/+13 |
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* | bug fix | UbitUmarov | 2012-10-20 | 2 | -1/+3 |
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* | UbitOde stop doing a copy of the asset data using just the reference to | UbitUmarov | 2012-10-19 | 1 | -2/+3 |
| | | | | it. It costs a lot of cpu and doesn't seem all that usefull. | ||||
* | fixes | UbitUmarov | 2012-10-16 | 3 | -67/+82 |
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* | missing file | UbitUmarov | 2012-10-13 | 1 | -0/+2 |
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* | [TEST] disk cache meshs | UbitUmarov | 2012-10-12 | 1 | -2/+2 |
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* | commit the right files! | UbitUmarov | 2012-10-12 | 2 | -5737/+4763 |
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* | remove some more debug spam on ode | UbitUmarov | 2012-10-12 | 2 | -4766/+5735 |
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* | add some quaternion normalizations to keep errors under control | UbitUmarov | 2012-10-10 | 1 | -0/+3 |
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* | debug | UbitUmarov | 2012-10-10 | 1 | -0/+6 |
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* | fix debug :) | UbitUmarov | 2012-10-09 | 1 | -1/+1 |
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* | debug... | UbitUmarov | 2012-10-09 | 1 | -0/+5 |
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* | debug... | UbitUmarov | 2012-10-09 | 1 | -2/+5 |
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* | avoid crashing so debug is seen | UbitUmarov | 2012-10-09 | 1 | -0/+1 |
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* | another debug msg | UbitUmarov | 2012-10-09 | 1 | -0/+22 |
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* | force allocation of mesh data on creation ( messy code version ) | UbitUmarov | 2012-10-09 | 2 | -2/+1 |
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* | temporary debug code | UbitUmarov | 2012-10-09 | 1 | -0/+19 |
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* | fire a extra terseupdate when stopping (like in loosing physics). In some | UbitUmarov | 2012-10-09 | 1 | -0/+3 |
| | | | | cases things seem not to stop | ||||
* | Change ray to land colision range limitation so it has no impact on other | UbitUmarov | 2012-10-09 | 1 | -6/+8 |
| | | | | geom types | ||||
* | move terrain geom to own ode space. Limit range on raycast if includes | UbitUmarov | 2012-10-09 | 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] | ||||
* | a few changes/fix (?) | UbitUmarov | 2012-10-07 | 3 | -108/+103 |
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* | bug fix + make costs visible for testing | UbitUmarov | 2012-10-07 | 2 | -37/+59 |
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* | [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculpts | UbitUmarov | 2012-10-07 | 4 | -972/+606 |
| | | | | now | ||||
* | more changes and more non active code | UbitUmarov | 2012-10-04 | 3 | -25/+138 |
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* | more changes. Most code not in use | UbitUmarov | 2012-10-04 | 2 | -10/+543 |
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* | meshworker basic replacement of SOP CheckSculptAndLoad ( for now disabled | UbitUmarov | 2012-10-03 | 1 | -4/+39 |
| | | | | for all physics engines) | ||||
* | making meshworker have more work.. | UbitUmarov | 2012-10-03 | 2 | -4/+23 |
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* | introduce a ODEMeshWorker class, should be pure cosmetic changes for now | UbitUmarov | 2012-10-03 | 3 | -159/+212 |
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* | make some forgotten changes be done by simulation thread not by caller | UbitUmarov | 2012-09-27 | 2 | -34/+126 |
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* | Remove spammy "axislock" debug. | Melanie | 2012-09-17 | 1 | -1/+1 |
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* | ** DANGER someone should stress test more ** release unused physics meshs, ↵ | UbitUmarov | 2012-08-06 | 2 | -25/+26 |
| | | | | including unmanaged memory allocations (allocated by managed code) | ||||
* | *feature test* ubitode, let convex hull shape type work for prims other | UbitUmarov | 2012-08-04 | 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. | ||||
* | Change the stair fudge factor so steps of 0.5m can be climbled to match ↵ | Melanie | 2012-07-27 | 1 | -2/+2 |
| | | | | inworldz claims and SL's realities | ||||
* | UbitOde: remove useless water collider from active code. | UbitUmarov | 2012-07-17 | 1 | -8/+8 |
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* | Merge branch 'avination' into ubitwork | UbitUmarov | 2012-07-15 | 1 | -1/+1 |
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| * | Reinstate sleeping because less CPU is preferred over reporting accuracy. | Melanie | 2012-07-14 | 1 | -1/+1 |
| | | | | | | | | Who needs accurate collisions when the sim lags and crashes? | ||||
* | | messing around... Let terrain and water have nullphysicsactors, let | UbitUmarov | 2012-07-15 | 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. ... | ||||
* | In collisions report linksets root parts to parts, and not all parts. | UbitUmarov | 2012-07-13 | 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 |