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* bug fix: crash when too many collisions on a ode stepUbitUmarov2013-01-261-36/+40
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* Fix a type (Suports => Supports). Also put the normal terrain collision checkMelanie2013-01-232-2/+2
| | | | into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
* prevent potencial invalid refsUbitUmarov2013-01-132-170/+53
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* * DAnger, TEST * change camera plane collision detection. Still bounces onUbitUmarov2013-01-081-12/+29
| | | | * prim edges due to camera lag
* also exclude landUbitUmarov2013-01-071-3/+3
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* exclude avatars from unfiltered RaycastWorldUbitUmarov2013-01-071-3/+3
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* don't try to read geom positions outside main ode thread :(UbitUmarov2013-01-061-10/+11
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* bug fix, cleanup...UbitUmarov2013-01-033-38/+34
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* i try to fix avatar orientation in some cases..UbitUmarov2013-01-021-2/+2
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* add a lock to CollisionEventsThisFrameUbitUmarov2013-01-021-20/+29
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* *TEST* avatar unscripted sit. Some guessing/automationUbitUmarov2013-01-025-330/+801
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* missing fileUbitUmarov2012-12-181-4/+3
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* fixUbitUmarov2012-12-183-8/+27
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* some clean up/fixUbitUmarov2012-12-171-1/+1
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* *TESTP unscripted sit: missing filesUbitUmarov2012-12-172-0/+6
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* * TEST * unscripted sitUbitUmarov2012-12-172-2/+196
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* make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov2012-12-111-14/+37
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* changes on the fast speed avatars collider, collisions from above, etcUbitUmarov2012-12-111-62/+64
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* fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2012-12-113-13/+8
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* missing files remove some warnings...UbitUmarov2012-12-113-4/+3
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* missing fileUbitUmarov2012-12-111-0/+9
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* a few more changes on avatar colliderUbitUmarov2012-12-112-299/+363
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* create a new ode character also with the new informationUbitUmarov2012-12-073-5/+20
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* *TEST* Use new avatar size in ubitODE.UbitUmarov2012-12-073-4/+50
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* avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2012-12-053-101/+74
| | | | avatar collider, just rounding the boxes, etc
* move characters (avatars) to own collision space, also fixing a problemUbitUmarov2012-12-043-14/+47
| | | | with previus code that was still assuming the avatar is g2
* raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov2012-12-041-4/+4
| | | | reduce head size a bit
* Merge branch 'avination' into ubitworkMelanie2012-12-033-102/+367
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| * *TEST* diferent avatar colliderUbitUmarov2012-12-032-101/+337
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| * fix vertex rounding directionUbitUmarov2012-12-031-1/+8
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| * *TEST* reduce all mesh vertices resolution to 1e-5. This reduces numberUbitUmarov2012-12-031-0/+16
| | | | | | | | of unique vertices only originated by math errors in PrimMesher
| * adjust avatar standing Z positionUbitUmarov2012-12-031-5/+11
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* | don't zero constant force and torque in selectionUbitUmarov2012-11-241-6/+6
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* Merge branch 'master' into careminsterMelanie2012-11-2211-54/+54
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| * Rename BulletSim's PhysicsShapeType to BSPhysicsShapeType because itMelanie2012-11-2211-54/+54
| | | | | | | | conflicts with PhysicsShape type defined in later libOMV
* | Merge branch 'master' into careminsterMelanie2012-11-2212-321/+713
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| * BulletSim: Make avatar capsule so it is not circular.Robert Adams2012-11-216-21/+39
| | | | | | | | | | | | | | | | | | Simple attempt to make avatars better shaped. Replace parameter 'avatarCapsuleRadius' with 'avatarCapsuleWidth' and 'avatarCapsuleDepth'. More tweeking to avatar height calculation. A little better but short avatar's feet are above the terrain and tall avatar's feet are a little below the ground.
| * BulletSim: Properly position mesh terrain on creation (fixes terrain not ↵Robert Adams2012-11-212-76/+44
| | | | | | | | appearing to be working). Centralize terrain shape creation logic. Remove very chatty detail log messages.
| * BulletSim: add terrainImplementation parameter with default to Mesh.Robert Adams2012-11-213-5/+46
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| * BulletSim: fix line endings to be all Linux style (windows style keeps ↵Robert Adams2012-11-212-454/+454
| | | | | | | | creeping in)
| * BulletSim: enablement and debugging of mesh terrain.Robert Adams2012-11-214-36/+253
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| * BulletSim: pull heightmap implementation out of the terrain manager so a ↵Robert Adams2012-11-214-181/+327
| | | | | | | | mesh terrain can be implemented.
| * BulletSim: rename SHAPE_AVATAR to SHAPE_CAPSULE with the eye to eventually ↵Robert Adams2012-11-214-8/+8
| | | | | | | | having mesh avatars.
| * BulletSim: uplevel FixedShapeKey out of ShapeData structure (since it is ↵Robert Adams2012-11-213-20/+22
| | | | | | | | getting simplified out of existance someday) and update all the references to same.
| * BulletSim: uplevel PhysicsShapeType out of ShapeData structure (since it is ↵Robert Adams2012-11-219-66/+67
| | | | | | | | getting simplified out of existance someday) and update all the references to that enum.
| * BulletSim: change PositionSanityCheck to apply a force to correct position ↵Robert Adams2012-11-212-33/+30
| | | | | | | | corrections (below ground and floating).
| * BulletSim: tweek avatar capsule parameters so avatar feet don't go below ↵Robert Adams2012-11-212-8/+10
| | | | | | | | ground. This solves the bouncing, short avatar problem (Mantis 6403).
* | Merge branch 'master' into careminsterMelanie2012-11-196-352/+220
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| * BulletSim: Use base class constructors for initialization of BSShape and ↵Robert Adams2012-11-184-216/+214
| | | | | | | | other classes.
| * BulletSim: fix the problem with flying being disabled when crossing region ↵Robert Adams2012-11-181-2/+6
| | | | | | | | boundries.