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path: root/OpenSim/Region/Physics/UbitOdePlugin (follow)
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* fix building state logic...UbitUmarov2014-09-231-2/+2
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* avatar collisions fixUbitUmarov2014-07-211-51/+54
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* change ava to ava collisions a bitUbitUmarov2014-07-211-30/+42
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* bug fixUbitUmarov2014-07-211-4/+5
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* fix physics sit for physical child primsUbitUmarov2014-07-201-4/+4
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* revert to capsule representation of avatar colliderUbitUmarov2014-07-191-297/+28
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* retouch prim stopped condition testUbitUmarov2013-05-291-3/+3
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* removed spurius ref to ode.dll from odeapiUbitUmarov2013-05-291-1/+1
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* correction to previus comment: all parameters but gravity modifier haveUbitUmarov2013-05-291-1/+0
| | | | efect on all prims.
* let gravity modifier, friction, restitution and density changes be appliedUbitUmarov2013-05-292-6/+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 ***
* make sure friction slip parameters are zero ( or other value ) and notUbitUmarov2013-05-291-3/+3
| | | | default cmf
* *** DANGER TESTING **** changed prims mesh generation hopefully removingUbitUmarov2013-05-295-205/+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).
* * This fixes the avatar stuck in objects on login and teleport by gently ↵teravus2013-05-141-0/+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.
* * Tweaks the hard cut to apply to collisions of Greater then Normal Z 0.95. ↵teravus2013-05-141-1/+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)
* Merge branch 'avination' into careminsterMelanie2013-03-131-2/+2
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| * Spot fix the interpenetration issue. Thanks, Ter.Melanie2013-03-121-2/+2
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* | Merge branch 'master' into careminsterMelanie2013-02-051-3/+3
| | | | | | | | | | | | | | | | Conflicts: OpenSim/Data/MySQL/MySQLSimulationData.cs OpenSim/Framework/Servers/VersionInfo.cs OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
* | Merge branch 'avination' into careminsterMelanie2013-01-271-36/+40
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| * bug fix: crash when too many collisions on a ode stepUbitUmarov2013-01-261-36/+40
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* | Merge branch 'avination' into careminsterMelanie2013-01-241-1/+1
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| * Fix a type (Suports => Supports). Also put the normal terrain collision checkMelanie2013-01-231-1/+1
| | | | | | | | into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
* | Merge branch 'avination'Melanie2013-01-192-170/+53
|\ \ | |/ | | | | | | | | | | Conflicts: OpenSim/Framework/ThrottleOutPacketType.cs OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/CoreModules/Avatar/Groups/GroupsModule.cs
| * prevent potencial invalid refsUbitUmarov2013-01-132-170/+53
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* | Merge branch 'avination' into careminsterMelanie2013-01-103-25/+43
|\ \ | |/ | | | | | | Conflicts: OpenSim/Region/Framework/Scenes/ScenePresence.cs
| * * DAnger, TEST * change camera plane collision detection. Still bounces onUbitUmarov2013-01-081-12/+29
| | | | | | | | * prim edges due to camera lag
| * also exclude landUbitUmarov2013-01-071-3/+3
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| * exclude avatars from unfiltered RaycastWorldUbitUmarov2013-01-071-3/+3
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| * don't try to read geom positions outside main ode thread :(UbitUmarov2013-01-061-10/+11
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* | Merge branch 'avination' into careminsterMelanie2013-01-065-356/+833
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| * bug fix, cleanup...UbitUmarov2013-01-033-38/+34
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| * i try to fix avatar orientation in some cases..UbitUmarov2013-01-021-2/+2
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| * add a lock to CollisionEventsThisFrameUbitUmarov2013-01-021-20/+29
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| * *TEST* avatar unscripted sit. Some guessing/automationUbitUmarov2013-01-024-328/+782
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| * missing fileUbitUmarov2012-12-181-4/+3
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| * fixUbitUmarov2012-12-182-7/+26
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| * some clean up/fixUbitUmarov2012-12-171-1/+1
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* | Merge branch 'avination' into careminsterMelanie2012-12-185-350/+921
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| * * TEST * unscripted sitUbitUmarov2012-12-172-2/+196
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| * make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov2012-12-111-14/+37
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| * changes on the fast speed avatars collider, collisions from above, etcUbitUmarov2012-12-111-62/+64
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| * fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2012-12-112-5/+6
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| * missing files remove some warnings...UbitUmarov2012-12-113-4/+3
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| * a few more changes on avatar colliderUbitUmarov2012-12-112-299/+363
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| * create a new ode character also with the new informationUbitUmarov2012-12-072-3/+4
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| * *TEST* Use new avatar size in ubitODE.UbitUmarov2012-12-072-4/+45
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| * avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2012-12-052-101/+72
| | | | | | | | avatar collider, just rounding the boxes, etc
| * move characters (avatars) to own collision space, also fixing a problemUbitUmarov2012-12-043-14/+47
| | | | | | | | with previus code that was still assuming the avatar is g2
| * raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov2012-12-041-4/+4
| | | | | | | | reduce head size a bit
| * Merge branch 'avination' into ubitworkMelanie2012-12-032-102/+344
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| | * *TEST* diferent avatar colliderUbitUmarov2012-12-032-101/+337
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