Commit message (Collapse) | Author | Files | Lines | ||
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2012-05-07 | minor change to linear motor decay | UbitUmarov | 1 | -11/+17 | |
2012-05-05 | UbitODE: reduced the diference btw dinamic and static friction, making ↵ | UbitUmarov | 1 | -17/+17 | |
dinamic larger more identical to static. | |||||
2012-05-05 | ubitODE prims: - moved outbounds checking back to ↵ | UbitUmarov | 1 | -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 testing | UbitUmarov | 1 | -0/+4 | |
2012-05-04 | UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any ↵ | UbitUmarov | 1 | -2/+4 | |
significant change like new 'velocity' or new position, etc, requests | |||||
2012-05-02 | Improved sitted avatars crossings ( plus tests on vehicles) | UbitUmarov | 1 | -5/+6 | |
2012-04-29 | ubitODE fix applyROtationImpulse, let vehicle hover be relative to root ↵ | UbitUmarov | 2 | -15/+32 | |
prim and not center of mass ( as SL docs said) updated some flags to current ones | |||||
2012-04-29 | ubitode fix inertia for same cases. Added a nasty lock on llGetCenterOfMass ↵ | UbitUmarov | 2 | -97/+91 | |
and simulate | |||||
2012-04-28 | fix llGetCenterOfMass ( checked with ubitODE only) | UbitUmarov | 1 | -5/+30 | |
2012-04-27 | Oooops don't hover underground but do hover | UbitUmarov | 1 | -26/+27 | |
2012-04-27 | reorder priority of vehicle hover flags | UbitUmarov | 1 | -109/+114 | |
2012-04-27 | test | UbitUmarov | 1 | -1/+7 | |
2012-04-27 | test | UbitUmarov | 1 | -2/+2 | |
2012-04-27 | itest | UbitUmarov | 1 | -2/+1 | |
2012-04-27 | test | UbitUmarov | 1 | -13/+11 | |
2012-04-27 | testing | UbitUmarov | 1 | -1/+1 | |
2012-04-27 | testing.... | UbitUmarov | 1 | -41/+78 | |
2012-04-27 | ubitODE fix don't report colisions with a volume detector ( only report to it ) | UbitUmarov | 1 | -12/+16 | |
2012-04-27 | testing | UbitUmarov | 1 | -1/+1 | |
2012-04-27 | testing | UbitUmarov | 1 | -58/+71 | |
2012-04-27 | testing | UbitUmarov | 1 | -1/+1 | |
2012-04-27 | testing | UbitUmarov | 1 | -0/+6 | |
2012-04-27 | TESTING | UbitUmarov | 1 | -0/+1 | |
2012-04-24 | fix chODE loosing some part positions when doing isPhysical false | UbitUmarov | 2 | -11/+42 | |
2012-04-24 | Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed ↵ | Justin Clark-Casey (justincc) | 1 | -0/+1 | |
from ODEPrim.SetGeom. This occurred in 7a574be3fd from Sat 21 Apr 2012. This should fix collision detection. Mnay thanks to tglion for the spot and the fix in http://opensimulator.org/mantis/view.php?id=5988 | |||||
2012-04-24 | let objects/avas push avas | UbitUmarov | 1 | -2/+1 | |
2012-04-23 | ubitODE - do own timing control (as chODE does) until heartbeat does it right | UbitUmarov | 2 | -21/+34 | |
2012-04-23 | ubitODE - several changes... | UbitUmarov | 3 | -431/+379 | |
2012-04-22 | refactor: simply some properties code in BasicPhysicsPlugin | Justin Clark-Casey (justincc) | 2 | -72/+12 | |
2012-04-22 | Fix bug where setting phantom on a prim would result in a server log message ↵ | Justin Clark-Casey (justincc) | 2 | -18/+367 | |
rather than setting phantom. This was an oversight when removing some race conditions from PhysicsActor setting recently. Regression tests extended to probe this code path. Extending regression tests required implementation of a BasicPhysicsPrim (there was none before). However, BasicPhysics plugin is still of no current practical use other than to fill in as a component for other parts of regression testing. | |||||
2012-04-21 | ubitODE: - don't try to hover underground unless volumedetector (that ↵ | UbitUmarov | 1 | -47/+93 | |
doesn't colide with it) | |||||
2012-04-21 | Comment out spurious Body != IntPtr.Zero code after disableBody(), since ↵ | Justin Clark-Casey (justincc) | 2 | -10/+20 | |
disableBody() sets Body == IntPtr.Zero on all code paths. | |||||
2012-04-21 | refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate. | Justin Clark-Casey (justincc) | 1 | -115/+117 | |
2012-04-21 | Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim. | Justin Clark-Casey (justincc) | 1 | -116/+88 | |
prim_geom == IntPtr.Zero only before a new add prim taint is processed (which is the first taint) or in operations such as scale change which are done in taint or under lock. Therefore, we can remove these checks which were not consistently applied anyway. If there is a genuine problem, better to see it quickly in a NullReferenceException than hide the bug. | |||||
2012-04-20 | If a physical prim is manually moved (e.g. by a user) then set the geometry ↵ | Justin Clark-Casey (justincc) | 1 | -12/+10 | |
position as well as the body position This is necessary to stop the moved prim snapping back to the original position on deselection if moved only once This resolves http://opensimulator.org/mantis/view.php?id=5966 | |||||
2012-04-20 | ubitODE: - Change triangles used in terrain height estimation | UbitUmarov | 1 | -11/+28 | |
2012-04-20 | ubitODE - again avatar/terrain collision. Reduce new viewers interpolators ↵ | UbitUmarov | 1 | -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. | |||||
2012-04-18 | ubitODE still retouching character pid | UbitUmarov | 1 | -2/+2 | |
2012-04-18 | ubitODE - retouch character PIDs | UbitUmarov | 1 | -4/+4 | |
2012-04-17 | ubitODE: prims - update managed dinamic parameters from unmanaged at ODE ↵ | UbitUmarov | 1 | -78/+46 | |
rate and not heartbeat. | |||||
2012-04-17 | ubitODE: - character managed ode was only getting position etc from ↵ | UbitUmarov | 2 | -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. | |||||
2012-04-17 | ubitODE: - made avatar/ground collision pid servo a bit softer since seems a ↵ | UbitUmarov | 2 | -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 | |||||
2012-04-17 | ubitODE: bug fix let avatars colide with volume detectors | UbitUmarov | 1 | -0/+1 | |
2012-04-16 | ubitODE: - fix remove characters from default raycasts filters as older code ↵ | UbitUmarov | 2 | -8/+16 | |
(or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE | |||||
2012-04-16 | chODE: if character velocity > 50m/s apply breaks. In free fall this will ↵ | UbitUmarov | 1 | -1/+10 | |
give a terminal velocity +- 60m/s | |||||
2012-04-16 | chODE bug fix | UbitUmarov | 1 | -7/+9 | |
2012-04-16 | Downgrade an error log message to info because there is nothing we can do if | Melanie | 2 | -2/+2 | |
an asset is damaged so it should not spew red ink. | |||||
2012-04-16 | ubitODE + physmanager: - Revised use of ODE collisions categories and ↵ | UbitUmarov | 7 | -729/+983 | |
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. | |||||
2012-04-14 | Use chode character actor.SetMomentum() to force full restore Velocity in ↵ | UbitUmarov | 1 | -1/+19 | |
scenepresence TeleportWithMomentum(), since actor.Velocity was selected by original coders as the input of a desired velocity (even 'forces') that is modified by character conditions, like not changing velocity.Z if it is in free fall. | |||||
2012-04-09 | chODE and ubitODE always return prim mass (they where returning object mass ↵ | UbitUmarov | 4 | -69/+315 | |
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). |