Commit message (Collapse) | Author | Files | Lines | ||
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2012-03-05 | update ubitOde | UbitUmarov | 4 | -78/+297 | |
2012-03-04 | update UbitOde | UbitUmarov | 5 | -65/+69 | |
2012-03-04 | update UbitODE | UbitUmarov | 3 | -36/+55 | |
2012-03-02 | This still causes terrain artefacts | Melanie | 1 | -3/+3 | |
Revert " fix my bug on ChODE terrain heightmap build" This reverts commit aa77d1d486f11da7dc841190f1ca85e085d0d648. | |||||
2012-03-02 | This still causes terrain artefacts | Melanie | 1 | -3/+1 | |
Revert " fix the last fix. Regions are square but... Also remove the 0.5 offset in map position. It was apparently needed to fix we having nsamples = size and not size + 1." This reverts commit 15bc539bd49e7a09c1ec6e539871cde5eee6032e. | |||||
2012-03-02 | update ubitODE | UbitUmarov | 1 | -15/+45 | |
2012-02-29 | ubitODE bug fix | UbitUmarov | 1 | -1/+1 | |
2012-02-29 | update ubitODE to current working state | UbitUmarov | 2 | -113/+199 | |
2012-02-29 | fix | UbitUmarov | 1 | -1/+3 | |
2012-02-29 | chODE: bad meshs get a a basic box or sphere geom with setted prim size. ↵ | UbitUmarov | 2 | -503/+148 | |
They will not colide if non-physical and Will collide with land if physical. assume UNTESTED | |||||
2012-02-28 | made box a little larger | UbitUmarov | 1 | -6/+6 | |
2012-02-28 | A few blind changes to go try to go around bad mesh little box replacement fail | UbitUmarov | 1 | -67/+50 | |
2012-02-28 | Really dirty hack to make sims start. Causes errors but the ting runs. Remove | Melanie | 1 | -1/+5 | |
when fixed right. | |||||
2012-02-27 | Let inworld meshs colide as such and not as basic prim all the time. ↵ | UbitUmarov | 2 | -5/+10 | |
Removed also LOD, and outerskin on colision meshs. | |||||
2012-02-27 | update ubitODE to my current working state | UbitUmarov | 4 | -568/+378 | |
2012-02-26 | added in chODE GeomTriMeshDataDestroy to explicity release internal trimesh ↵ | UbitUmarov | 2 | -3/+41 | |
data. | |||||
2012-02-24 | replace bad meshs by a small cube and log it. | UbitUmarov | 1 | -5/+21 | |
2012-02-24 | stop using useless geom tricallback. | UbitUmarov | 1 | -1/+2 | |
2012-02-23 | fix the last fix. Regions are square but... Also remove the 0.5 offset in ↵ | UbitUmarov | 1 | -1/+3 | |
map position. It was apparently needed to fix we having nsamples = size and not size + 1. | |||||
2012-02-23 | fix my bug on ChODE terrain heightmap build | UbitUmarov | 1 | -3/+3 | |
2012-02-21 | Reverse the changed to ODE heightmap. It results in SERIOUS issues like an | Melanie | 1 | -4/+4 | |
irreversible y-flip and holes in the map. | |||||
2012-02-21 | Load 32-bit or 64-bit BulletSim Windows library automatically as appropriate. | Justin Clark-Casey (justincc) | 1 | -0/+3 | |
This uses the same approach as ODE. radams, if this doesn't work for you please feel free to revert. | |||||
2012-02-21 | Add 64 bit Windows sqlite3.dll and use this if running a 64-bit windows process. | Justin Clark-Casey (justincc) | 1 | -14/+1 | |
2012-02-21 | Remove PhysXPlugin and wrappers. | Justin Clark-Casey (justincc) | 5 | -1001/+0 | |
In over 4 years this never progressed beyond an unimplemented stub. This doesn't mean that it can't come back if someone is interested in implementing PhysX support. | |||||
2012-02-19 | minor fix to chODE terrain heighmap scale | UbitUmarov | 1 | -4/+4 | |
2012-02-18 | changed how vehicle data is stored and passed to physics. use unsafe in ↵ | UbitUmarov | 4 | -59/+347 | |
serializer, tried to control m_dupeInProgress | |||||
2012-02-18 | Report an error if the required native Windows ODE library can't be found. | Justin Clark-Casey (justincc) | 1 | -1/+4 | |
2012-02-18 | On Windows automatically load the correct native ODE library depending on ↵ | Justin Clark-Casey (justincc) | 2 | -3/+24 | |
whether the process is 32-bit or 64-bit In theory, this means that a 64-bit Windows OS user can now run OpenSim.exe with ODE and use more than 2 (or 3) GB of memory. However, this is completely untested since I don't currently own a 64-bit Windows box. Feedback appreciated. Using OpenSim.32BitLaunch.exe should continue to work. Other platforms are unaffected. This will currently not work with sqlite - I will add that too if this works. | |||||
2012-02-17 | Added simple binary serializer/deserializer to chODE. 100% untested and most ↵ | UbitUmarov | 5 | -1035/+1540 | |
like still broken | |||||
2012-02-16 | Comment out "experimental" log message printed out whenever a physics mesh ↵ | Justin Clark-Casey (justincc) | 1 | -2/+2 | |
was generated for a mesh Also adds prim name to the "no asset data" error log message | |||||
2012-02-15 | Now if chode prim.cs detects out of bounds it requests a update and blocks ↵ | UbitUmarov | 2 | -20/+45 | |
movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it. | |||||
2012-02-15 | don't freeze with a sitted avatar in a border without other sim. Still messy :( | UbitUmarov | 1 | -2/+2 | |
2012-02-15 | Now if chode prim.cs detects out of bounds it requests a update and blocks ↵ | UbitUmarov | 2 | -20/+45 | |
movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it. | |||||
2012-02-15 | don't freeze with a sitted avatar in a border without other sim. Still messy :( | UbitUmarov | 1 | -2/+2 | |
2012-02-15 | try to make crossings work better. chode no longer prevents crossings i hope | UbitUmarov | 1 | -6/+50 | |
2012-02-15 | try to make crossings work better. chode no longer prevents crossings i hope | UbitUmarov | 1 | -6/+50 | |
2012-02-11 | remove drawstuff from ubitode | UbitUmarov | 4 | -256/+1 | |
2012-02-11 | removed outdated coments. | UbitUmarov | 1 | -630/+0 | |
2012-02-11 | remove forgotten taints code | UbitUmarov | 1 | -32/+0 | |
2012-02-11 | UbitODE: replace 'taints' by 'changes' for avatars also. This provides ↵ | UbitUmarov | 3 | -250/+378 | |
better time order with changes in prims. | |||||
2012-02-11 | vehicle changes done by simulation thread and not calling one | UbitUmarov | 2 | -132/+200 | |
2012-02-11 | changes to vehicle banking | UbitUmarov | 1 | -69/+23 | |
2012-02-11 | a bit better vertical attractor and banking | UbitUmarov | 1 | -12/+23 | |
2012-02-11 | Use mesh to estimate real center of prims if avaiable. Let sculpt map ↵ | UbitUmarov | 5 | -33/+129 | |
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) | |||||
2012-02-11 | scale avatar push force with avatar density | UbitUmarov | 1 | -1/+2 | |
2012-02-11 | correct the default avatar_terminal_velocity value that I accidentally left ↵ | Justin Clark-Casey (justincc) | 1 | -1/+1 | |
in whilst testing | |||||
2012-02-11 | Clamp ODE character velocity. Make ODE falling character 54m/s by default. | Justin Clark-Casey (justincc) | 2 | -1/+53 | |
If velocity reaches 256 in any vector then bad things happen with ODE, so we now clamp this value. In addition, a falling avatar is clamped by default at 54 m/s, which is the same as a falling skydiver. This also appears to be the value used on the linden lab grid. This should resolve http://opensimulator.org/mantis/view.php?id=5882 | |||||
2012-02-10 | test on git | UbitUmarov | 4 | -0/+4 | |
2012-02-10 | Changes to vehicles code etc. Includes some debug aids to remove later. | UbitUmarov | 4 | -243/+145 | |
2012-02-08 | initial introdution of physics actor building control. | UbitUmarov | 1 | -1/+1 | |