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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?
* 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
* ODE turn off material dependent friction while vehicle linear motor is ↵UbitUmarov2012-07-073-5/+9
| | | | Effective. Increase a bit world damping of velocities
* ubitode: create and use 4 off world collision spaces for offworld static primsUbitUmarov2012-06-301-11/+38
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* fix addforce/impulse.UbitUmarov2012-06-041-3/+3
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* ubitode prim: if makebody() is called already having a body, do a full ↵UbitUmarov2012-05-301-3/+4
| | | | destrution so there are no 'leaks'.
* Guard setting the building flagMelanie2012-05-301-0/+4
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* Whitespace fixMelanie2012-05-301-1/+1
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* fix physics not reporting collisions only with terrainUbitUmarov2012-05-291-0/+1
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* fix avatars collisions on sim crossings and other few cases where ↵UbitUmarov2012-05-281-2/+1
| | | | freemove() is called
* a bit cleaner code (?) on sculpts/meshs meshing checkingUbitUmarov2012-05-281-7/+6
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* let meshs work indenpendently of mesh_sculpted_prim config optionUbitUmarov2012-05-281-29/+25
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* revert making sculpts phanton if sculpt meshing option is offUbitUmarov2012-05-281-2/+0
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* Let OOB information usable outside ubitodeUbitUmarov2012-05-272-28/+5
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* also don't collide sculps or meshs if meshing is OFFUbitUmarov2012-05-211-0/+2
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* try to let avas climb higher steps. Will only work in some cases, may have ↵UbitUmarov2012-05-212-9/+75
| | | | bad effects, so needs some more testing
* minor changesUbitUmarov2012-05-203-32/+24
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* reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov2012-05-193-125/+145
| | | | similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
* fix character IsPhysicalUbitUmarov2012-05-191-1/+1
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* add colliders relative velocity projected in collision direction to ↵UbitUmarov2012-05-192-1/+11
| | | | collisions report information.
* ubitODE: if stopped having collisions do report zero colisions once, so ↵UbitUmarov2012-05-152-9/+43
| | | | collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate.
* ubitODE: fix not reporting land collisions on same cases.UbitUmarov2012-05-151-2/+25
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* ubitODE fix force in case of mlinear motor offset presentUbitUmarov2012-05-131-4/+5
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* ubitODE let vehicles responde faster to changes of some parameters like ↵UbitUmarov2012-05-121-12/+13
| | | | motors decay times
* ubitODE reduced again a bit the max allowed correction velocity on ↵UbitUmarov2012-05-121-1/+1
| | | | colisions, to reduce a bit bouncing inerent to colisions.
* ubitODE: trial workaround for avatar colisionsUbitUmarov2012-05-121-6/+49
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* revert terminal vel reduction. It helped but not efectiveUbitUmarov2012-05-111-2/+2
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* reduce avatars terminal velocity to less than 30m/s or colisions with basic ↵UbitUmarov2012-05-102-6/+9
| | | | boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt).
* ubitode: changes to vehicles servosUbitUmarov2012-05-101-100/+154
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* minor change to linear motor decayUbitUmarov2012-05-071-11/+17
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* UbitODE: reduced the diference btw dinamic and static friction, making ↵UbitUmarov2012-05-051-17/+17
| | | | dinamic larger more identical to static.
* ubitODE prims: - moved outbounds checking back to ↵UbitUmarov2012-05-051-4/+91
| | | | UpdatePositionAndVelocity() from move() so it's done at end of each ode step and when it reports positions to core. There should be no need to check in both places. - Addforce() and AddAngularForce now apply a force if parameter pushforce is true or apply a impulse if false as it's actually needed (the prims grab case should be a force)
* force lower avatar density for testingUbitUmarov2012-05-051-0/+4
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* UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any ↵UbitUmarov2012-05-041-2/+4
| | | | significant change like new 'velocity' or new position, etc, requests
* Improved sitted avatars crossings ( plus tests on vehicles)UbitUmarov2012-05-021-5/+6
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* ubitODE fix applyROtationImpulse, let vehicle hover be relative to root ↵UbitUmarov2012-04-292-15/+32
| | | | prim and not center of mass ( as SL docs said) updated some flags to current ones
* ubitode fix inertia for same cases. Added a nasty lock on llGetCenterOfMass ↵UbitUmarov2012-04-292-97/+91
| | | | and simulate
* fix llGetCenterOfMass ( checked with ubitODE only)UbitUmarov2012-04-281-5/+30
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* Oooops don't hover underground but do hoverUbitUmarov2012-04-271-26/+27
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* reorder priority of vehicle hover flagsUbitUmarov2012-04-271-109/+114
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* testUbitUmarov2012-04-271-1/+7
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* testUbitUmarov2012-04-271-2/+2
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