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* 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
* 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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