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* This still causes terrain artefactsMelanie2012-03-021-3/+3
| | | | | | Revert " fix my bug on ChODE terrain heightmap build" This reverts commit aa77d1d486f11da7dc841190f1ca85e085d0d648.
* This still causes terrain artefactsMelanie2012-03-021-3/+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.
* made box a little largerUbitUmarov2012-02-281-6/+6
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* A few blind changes to go try to go around bad mesh little box replacement failUbitUmarov2012-02-281-67/+50
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* Really dirty hack to make sims start. Causes errors but the ting runs. RemoveMelanie2012-02-281-1/+5
| | | | when fixed right.
* Let inworld meshs colide as such and not as basic prim all the time. ↵UbitUmarov2012-02-272-5/+10
| | | | Removed also LOD, and outerskin on colision meshs.
* update ubitODE to my current working stateUbitUmarov2012-02-274-568/+378
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* added in chODE GeomTriMeshDataDestroy to explicity release internal trimesh ↵UbitUmarov2012-02-262-3/+41
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* replace bad meshs by a small cube and log it.UbitUmarov2012-02-241-5/+21
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* stop using useless geom tricallback.UbitUmarov2012-02-241-1/+2
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* fix the last fix. Regions are square but... Also remove the 0.5 offset in ↵UbitUmarov2012-02-231-1/+3
| | | | map position. It was apparently needed to fix we having nsamples = size and not size + 1.
* fix my bug on ChODE terrain heightmap buildUbitUmarov2012-02-231-3/+3
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* Reverse the changed to ODE heightmap. It results in SERIOUS issues like anMelanie2012-02-211-4/+4
| | | | irreversible y-flip and holes in the map.
* Merge branch 'master' into careminsterMelanie2012-02-216-939/+4
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| * Load 32-bit or 64-bit BulletSim Windows library automatically as appropriate.Justin Clark-Casey (justincc)2012-02-211-0/+3
| | | | | | | | | | This uses the same approach as ODE. radams, if this doesn't work for you please feel free to revert.
| * Add 64 bit Windows sqlite3.dll and use this if running a 64-bit windows process.Justin Clark-Casey (justincc)2012-02-211-14/+1
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| * Remove PhysXPlugin and wrappers.Justin Clark-Casey (justincc)2012-02-215-1001/+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.
* | Merge branch 'ubitwork'Melanie2012-02-1918-1071/+12694
|\ \ | | | | | | | | | | | | | | | Conflicts: OpenSim/Region/Physics/ChOdePlugin/ODEPrim.cs OpenSim/Region/Physics/ChOdePlugin/OdePlugin.cs
| * | minor fix to chODE terrain heighmap scaleUbitUmarov2012-02-191-4/+4
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| * | changed how vehicle data is stored and passed to physics. use unsafe in ↵UbitUmarov2012-02-184-59/+347
| | | | | | | | | | | | serializer, tried to control m_dupeInProgress
| * | Added simple binary serializer/deserializer to chODE. 100% untested and most ↵UbitUmarov2012-02-175-1035/+1540
| | | | | | | | | | | | like still broken
| * | Now if chode prim.cs detects out of bounds it requests a update and blocks ↵UbitUmarov2012-02-152-20/+45
| | | | | | | | | | | | movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it.
| * | don't freeze with a sitted avatar in a border without other sim. Still messy :(UbitUmarov2012-02-151-2/+2
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| * | try to make crossings work better. chode no longer prevents crossings i hopeUbitUmarov2012-02-151-6/+50
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| * | Merge branch 'master' of ssh://3dhosting.de/var/git/careminster into ubitworkUbitUmarov2012-02-152-1/+53
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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 ↵UbitUmarov2012-02-115-33/+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)
| * | | 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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| * | | changes in physics manager, needed for UbitODEUbitUmarov2012-02-082-1/+28
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| * | | UbitODE plugin initial commitUbitUmarov2012-02-0810-0/+11556
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* | | | Merge branch 'master' of ssh://3dhosting.de/var/git/careminsterMelanie2012-02-193-5/+29
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| * \ \ \ Merge branch 'master' into careminsterMelanie2012-02-183-5/+29
| |\ \ \ \ | | |_|/ / | |/| | / | | | |/ | | |/| | | | | Conflicts: OpenSim/Region/Framework/Scenes/Scene.Inventory.cs OpenSim/Region/Framework/Scenes/Serialization/SceneObjectSerializer.cs
| | * | Report an error if the required native Windows ODE library can't be found.Justin Clark-Casey (justincc)2012-02-181-1/+4
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| | * | On Windows automatically load the correct native ODE library depending on ↵Justin Clark-Casey (justincc)2012-02-182-3/+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.
| | * | Comment out "experimental" log message printed out whenever a physics mesh ↵Justin Clark-Casey (justincc)2012-02-161-2/+2
| | | | | | | | | | | | | | | | | | | | | | | | was generated for a mesh Also adds prim name to the "no asset data" error log message
* | | | Now if chode prim.cs detects out of bounds it requests a update and blocks ↵UbitUmarov2012-02-152-20/+45
| | | | | | | | | | | | | | | | movement and colisions. Base code must do a PhysActor.CrossingFailure() to make it move again inside sim or delete it.
* | | | don't freeze with a sitted avatar in a border without other sim. Still messy :(UbitUmarov2012-02-151-2/+2
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* | | | try to make crossings work better. chode no longer prevents crossings i hopeUbitUmarov2012-02-151-6/+50
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* | | Merge branch 'master' into careminsterMelanie2012-02-152-1/+53
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| * correct the default avatar_terminal_velocity value that I accidentally left ↵Justin Clark-Casey (justincc)2012-02-111-1/+1
| | | | | | | | in whilst testing
| * Clamp ODE character velocity. Make ODE falling character 54m/s by default.Justin Clark-Casey (justincc)2012-02-112-1/+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