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path: root/OpenSim/Region/Physics/UbitOdePlugin (follow)
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* TESTINGUbitUmarov2012-04-271-0/+1
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* fix chODE loosing some part positions when doing isPhysical falseUbitUmarov2012-04-241-5/+3
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* let objects/avas push avasUbitUmarov2012-04-241-2/+1
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* ubitODE - do own timing control (as chODE does) until heartbeat does it rightUbitUmarov2012-04-232-21/+34
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* ubitODE - several changes...UbitUmarov2012-04-233-431/+379
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* ubitODE: - don't try to hover underground unless volumedetector (that ↵UbitUmarov2012-04-211-47/+93
| | | | doesn't colide with it)
* ubitODE: - Change triangles used in terrain height estimationUbitUmarov2012-04-201-11/+28
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* ubitODE - again avatar/terrain collision. Reduce new viewers interpolators ↵UbitUmarov2012-04-201-6/+14
| | | | efects reporting null velocity and aceleration when stopped near the right position, where they can still have instantanius large values that can get magnified by interpolators, specially using diferent timing estimation.
* ubitODE still retouching character pidUbitUmarov2012-04-181-2/+2
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* ubitODE - retouch character PIDsUbitUmarov2012-04-181-4/+4
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* ubitODE: prims - update managed dinamic parameters from unmanaged at ODE ↵UbitUmarov2012-04-171-78/+46
| | | | rate and not heartbeat.
* ubitODE: - character managed ode was only getting position etc from ↵UbitUmarov2012-04-172-119/+48
| | | | unmanaged at heartbeat rate like core ode. Now do it at ODE rate in move(..). UpdatePositionAndVelocity() called once per heartbeat is now empty.
* ubitODE: - made avatar/ground collision pid servo a bit softer since seems a ↵UbitUmarov2012-04-172-6/+7
| | | | bit unstable with small avas in AVI even if fine on my testsite - Removed reading of PID parameters from config files since that only serves to mess things up and adds more unknowns
* ubitODE: bug fix let avatars colide with volume detectorsUbitUmarov2012-04-171-0/+1
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* ubitODE: - fix remove characters from default raycasts filters as older code ↵UbitUmarov2012-04-162-8/+16
| | | | (or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE
* ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov2012-04-165-729/+937
| | | | bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
* chODE and ubitODE always return prim mass (they where returning object mass ↵UbitUmarov2012-04-093-68/+305
| | | | on physical prims) so SOG can do the total add. (ubitODE as more code to use a simpler terrain geom on a modified ode lib but should do autodetect and work with normal lib).
* reduced instability in vertical atractor with eficiency of 1 and bankingUbitUmarov2012-03-311-9/+13
| | | | this will need a nicer solution sometime...
* UbitOde let caller try to build meshs like done in chode. Changing this was ↵UbitUmarov2012-03-242-3885/+3959
| | | | a bad move i made. Variable colisions softness.
* Avatars have no bounceUbitUmarov2012-03-243-3705/+3955
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* Changes of PrimShapeType should now work with UbitOde ( almost untested )UbitUmarov2012-03-211-3710/+3724
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* Tell physics about physics shape when creating. Added some virtual methods ↵UbitUmarov2012-03-212-5/+41
| | | | to get/set density,gravmod, frition,bounce and shape type ( not in use ). UbitOde now should do convex type on creation or everytime the mesh is changed ( as in change size, shape, etc )
* ubitode prim select was not doing phantom caseUbitUmarov2012-03-121-6/+17
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* missing file in ubitODEUbitUmarov2012-03-121-0/+1
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* ubitOde also knows a bit more about physical phantomUbitUmarov2012-03-111-29/+142
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* initial steps to support physical phantomsUbitUmarov2012-03-112-3/+31
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* ubitOde bugUbitUmarov2012-03-091-2/+4
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* let chode and ubitode find ode.dll on windowsUbitUmarov2012-03-091-0/+4
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* update ubitOdeUbitUmarov2012-03-053-77/+294
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* update UbitOdeUbitUmarov2012-03-044-63/+66
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* update UbitODEUbitUmarov2012-03-043-36/+55
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* update ubitODEUbitUmarov2012-03-021-15/+45
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* ubitODE bug fixUbitUmarov2012-02-291-1/+1
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* update ubitODE to current working stateUbitUmarov2012-02-292-113/+199
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* update ubitODE to my current working stateUbitUmarov2012-02-274-568/+378
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* remove drawstuff from ubitodeUbitUmarov2012-02-114-256/+1
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* removed outdated coments.UbitUmarov2012-02-111-630/+0
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* remove forgotten taints codeUbitUmarov2012-02-111-32/+0
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* UbitODE: replace 'taints' by 'changes' for avatars also. This provides ↵UbitUmarov2012-02-113-250/+378
| | | | better time order with changes in prims.
* vehicle changes done by simulation thread and not calling oneUbitUmarov2012-02-112-132/+200
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* changes to vehicle bankingUbitUmarov2012-02-111-69/+23
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* a bit better vertical attractor and bankingUbitUmarov2012-02-111-12/+23
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* Use mesh to estimate real center of prims if avaiable. Let sculpt map ↵UbitUmarov2012-02-111-4/+2
| | | | textures with alpha channel work. On linux J2DecodeCache folder must be deleted to remove bad entries. Corrently this can't be cached on linux (mono/ cairo/? problem)
* scale avatar push force with avatar densityUbitUmarov2012-02-111-1/+2
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* test on gitUbitUmarov2012-02-104-0/+4
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* Changes to vehicles code etc. Includes some debug aids to remove later.UbitUmarov2012-02-104-243/+145
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* initial introdution of physics actor building control.UbitUmarov2012-02-081-1/+1
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* UbitODE plugin initial commitUbitUmarov2012-02-0810-0/+11556