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2012-07-15messing around... Let terrain and water have nullphysicsactors, letUbitUmarov6-388/+268
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. ...
2012-07-14Reinstate sleeping because less CPU is preferred over reporting accuracy.Melanie1-1/+1
Who needs accurate collisions when the sim lags and crashes?
2012-07-13In collisions report linksets root parts to parts, and not all parts.UbitUmarov4-41/+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
2012-07-13 fix bad vehicle reference frameUbitUmarov1-1/+2
2012-07-12 Use faster any contact point collision detection for Volumedetect, plusUbitUmarov3-98/+41
some clean up
2012-07-11ubitODE leaksUbitUmarov3-25/+33
2012-07-10 let rotationVelocity or AngularVelocity be setted on prims. Limited toUbitUmarov1-19/+46
12rad/s
2012-07-09 retry fixing ode getconfiguration()UbitUmarov1-1/+8
2012-07-09 fix ode getconfigurationUbitUmarov2-2/+2
2012-07-09 log ODE lib configurationUbitUmarov1-3/+7
2012-07-09 fix ODE dispose plus minor clean. On regions restart ode.dispose seemsUbitUmarov1-15/+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
2012-07-07ODE turn off material dependent friction while vehicle linear motor is ↵UbitUmarov3-5/+9
Effective. Increase a bit world damping of velocities
2012-06-30ubitode: create and use 4 off world collision spaces for offworld static primsUbitUmarov1-11/+38
2012-06-04 fix addforce/impulse.UbitUmarov1-3/+3
2012-05-30ubitode prim: if makebody() is called already having a body, do a full ↵UbitUmarov1-3/+4
destrution so there are no 'leaks'.
2012-05-30Guard setting the building flagMelanie1-0/+4
2012-05-30Whitespace fixMelanie1-1/+1
2012-05-29 fix physics not reporting collisions only with terrainUbitUmarov1-0/+1
2012-05-28 fix avatars collisions on sim crossings and other few cases where ↵UbitUmarov1-2/+1
freemove() is called
2012-05-28a bit cleaner code (?) on sculpts/meshs meshing checkingUbitUmarov1-7/+6
2012-05-28 let meshs work indenpendently of mesh_sculpted_prim config optionUbitUmarov1-29/+25
2012-05-28revert making sculpts phanton if sculpt meshing option is offUbitUmarov1-2/+0
2012-05-27Let OOB information usable outside ubitodeUbitUmarov3-29/+33
2012-05-21 also don't collide sculps or meshs if meshing is OFFUbitUmarov1-0/+2
2012-05-21 try to let avas climb higher steps. Will only work in some cases, may have ↵UbitUmarov2-9/+75
bad effects, so needs some more testing
2012-05-20minor changesUbitUmarov3-32/+24
2012-05-19 reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov3-125/+145
similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
2012-05-19 fix character IsPhysicalUbitUmarov1-1/+1
2012-05-19add colliders relative velocity projected in collision direction to ↵UbitUmarov3-1/+13
collisions report information.
2012-05-15ubitODE: if stopped having collisions do report zero colisions once, so ↵UbitUmarov2-9/+43
collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate.
2012-05-15ubitODE: fix not reporting land collisions on same cases.UbitUmarov1-2/+25
2012-05-13ubitODE fix force in case of mlinear motor offset presentUbitUmarov1-4/+5
2012-05-12ubitODE let vehicles responde faster to changes of some parameters like ↵UbitUmarov1-12/+13
motors decay times
2012-05-12 ubitODE reduced again a bit the max allowed correction velocity on ↵UbitUmarov1-1/+1
colisions, to reduce a bit bouncing inerent to colisions.
2012-05-12ubitODE: trial workaround for avatar colisionsUbitUmarov1-6/+49
2012-05-11 revert terminal vel reduction. It helped but not efectiveUbitUmarov1-2/+2
2012-05-10reduce avatars terminal velocity to less than 30m/s or colisions with basic ↵UbitUmarov2-6/+9
boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt).
2012-05-10direct upload of odedynamics.cs for testing ( ubitode )ubit1-100/+154
2012-05-10ubitode: changes to vehicles servosUbitUmarov1-100/+154
2012-05-07 minor change to linear motor decayUbitUmarov1-11/+17
2012-05-05UbitODE: reduced the diference btw dinamic and static friction, making ↵UbitUmarov1-17/+17
dinamic larger more identical to static.
2012-05-05ubitODE prims: - moved outbounds checking back to ↵UbitUmarov1-4/+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)
2012-05-05 force lower avatar density for testingUbitUmarov1-0/+4
2012-05-04 UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any ↵UbitUmarov1-2/+4
significant change like new 'velocity' or new position, etc, requests
2012-05-02 Improved sitted avatars crossings ( plus tests on vehicles)UbitUmarov1-5/+6
2012-04-29ubitODE fix applyROtationImpulse, let vehicle hover be relative to root ↵UbitUmarov2-15/+32
prim and not center of mass ( as SL docs said) updated some flags to current ones
2012-04-29ubitode fix inertia for same cases. Added a nasty lock on llGetCenterOfMass ↵UbitUmarov2-97/+91
and simulate
2012-04-28fix llGetCenterOfMass ( checked with ubitODE only)UbitUmarov1-5/+30
2012-04-27Oooops don't hover underground but do hoverUbitUmarov1-26/+27
2012-04-27reorder priority of vehicle hover flagsUbitUmarov1-109/+114