Commit message (Collapse) | Author | Files | Lines | ||
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2015-12-12 | improve a bit llpushobject on avatars using bullet, but force is ignored a ↵ | UbitUmarov | 1 | -0/+8 | |
few seconds after a movement comand. RAdams plz take a look | |||||
2015-12-09 | add some missing GC.RemoveMemoryPressure() | UbitUmarov | 1 | -0/+2 | |
2015-11-30 | BulletSim: fix collision sound calculation. Modify some routines to make | Robert Adams | 4 | -20/+27 | |
collider and collidee clearer. Also fix (when did it break?) avatars not moving if standing on a moving object. Now friction will move avatars if standing on a disc or the top of a train. | |||||
2015-11-29 | let Bullet do collision sounds (RAdams plz fix the relative speed) | UbitUmarov | 1 | -1/+8 | |
2015-11-28 | let old ODE trigger collision sounds like ubOde | UbitUmarov | 2 | -2/+21 | |
2015-11-27 | add a nasty global lock, ode.dll requires on multi regions per instance ( ↵ | UbitUmarov | 1 | -5/+8 | |
also make sure ninjaJoints are disabled | |||||
2015-11-21 | add thread allocation calls for new ode.dll (old ode) | UbitUmarov | 2 | -16/+25 | |
2015-11-21 | some cleanup, allow cast rays to collide with terrain within limited range ↵ | UbitUmarov | 3 | -366/+8 | |
(old ode) | |||||
2015-11-21 | remove some compile warnings increasing total number by 2 | UbitUmarov | 2 | -2/+2 | |
2015-11-20 | stop the Vehicle AFTER fixing position not before, bc stop code also ↵ | UbitUmarov | 1 | -6/+5 | |
updates position (old ode) | |||||
2015-11-20 | stop a Vehicle on a failed region cross (or empty border) (old ode) | UbitUmarov | 2 | -0/+13 | |
2015-11-20 | remove Ode.Net - missing file. ( old ode may be broken now) | UbitUmarov | 1 | -0/+2025 | |
2015-11-20 | remove the hard to maintain Ode.Net wrapper only in use by old ode | UbitUmarov | 8 | -290/+33 | |
2015-11-20 | ubOde: add threading related calls new ode.dll may need. Hope this doesn't ↵ | UbitUmarov | 2 | -4/+23 | |
break with current linux ode library | |||||
2015-11-12 | minor: reset character collision flags, even if without a Body | UbitUmarov | 1 | -2/+6 | |
2015-11-12 | add some safeguard checks | UbitUmarov | 1 | -3/+4 | |
2015-11-08 | rename MinFrameTime as FrameTime, since it is not a minimum but a target ↵ | UbitUmarov | 1 | -1/+1 | |
value; retune its value a bit so reported FPS is closer to integer value; change ode step size acording to reduce jitter in phys FPS; Make Statistics Scaling factor (fludge factor) configurable. (legacy default of 5.0 in code) | |||||
2015-11-08 | change maximum angular velocity to a value derived from heartbeat rate and ↵ | UbitUmarov | 2 | -7/+11 | |
Nyquist. | |||||
2015-11-08 | fix wrong condition to set low angular velocity as Zero. | UbitUmarov | 1 | -4/+4 | |
2015-11-05 | add a console/log warning about large physics meshs on ubOde that can have ↵ | UbitUmarov | 1 | -0/+6 | |
negative impact on region load | |||||
2015-10-22 | let ode also finish internal representation of prim actors, before simulation | UbitUmarov | 1 | -0/+40 | |
2015-10-22 | Make physics engines finish internal representation of loaded prims before ↵ | UbitUmarov | 2 | -4/+5 | |
starting simulation so it does start for all at same time. Currently only in use by ubOde | |||||
2015-10-22 | rename terrain for opensim and respective configuration flag that a future ↵ | UbitUmarov | 3 | -34/+37 | |
costumized ODE library may have | |||||
2015-10-21 | update ubOde hashspaces levels | UbitUmarov | 1 | -3/+3 | |
2015-10-21 | we do not have prims with size 2^128, missing file | UbitUmarov | 1 | -11/+6 | |
2015-10-21 | fix or remove some wrong ODE configuration settings | UbitUmarov | 1 | -34/+7 | |
2015-10-21 | remove the use of Vector3 for axis locks on the rest of engines | UbitUmarov | 7 | -26/+13 | |
2015-10-21 | the inertia matrix inversions and body inertia changes to implement axis ↵ | UbitUmarov | 1 | -288/+59 | |
locks need to be avoid, so use ubOde axis locks code. Hopefully this will not cause incompatibilities | |||||
2015-10-20 | stop using a vector3 to store axis locks 3bit flags also in ode | UbitUmarov | 2 | -56/+47 | |
2015-10-20 | stop using a vector3 to store axis locks 3bit flags in ubOde | UbitUmarov | 2 | -38/+46 | |
2015-10-20 | move ugly convertion of axis locks 3 bit flags to a wasted vector3 down to ↵ | UbitUmarov | 1 | -1/+14 | |
PhysicsActor. Let engines use LockAngularMotion with either Vector3 argument or byte | |||||
2015-10-18 | On to 0.8.3! | Diva Canto | 3 | -3/+3 | |
Conflicts: OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs | |||||
2015-10-18 | On to 0.8.3! | Diva Canto | 3 | -3/+3 | |
2015-10-18 | stop a object when making it not physical | UbitUmarov | 1 | -2/+9 | |
2015-10-17 | Fix wrong active angularlock detection (it was only burning cpu), stop ↵ | UbitUmarov | 2 | -16/+11 | |
trying to add a amotor to each child prim and stop using unnecessary trimeshcallbacks | |||||
2015-10-17 | fix GetTerrainHeightAtXY also on master. Fix wrong active angularlock ↵ | UbitUmarov | 2 | -281/+9 | |
detection (it was only burning cpu), stop trying to add a amotor to each child part and fix a typo. | |||||
2015-10-17 | fix GetTerrainHeightAtXY for large regions. Also change ode dispose() | UbitUmarov | 1 | -386/+30 | |
2015-10-15 | bug fix. Some rare meshs reported as having +-infinity dimensions | UbitUmarov | 1 | -6/+28 | |
2015-10-14 | More exception catching in ODE at shutdown. Not sure why the exception happens. | Diva Canto | 1 | -1/+10 | |
2015-10-14 | Fixed exception upon shutting down in plain ODE. | Diva Canto | 1 | -2/+5 | |
09:49:57 - [SHUTDOWN]: Ignoring failure during shutdown - System.NullReferenceException: Object reference not set to an instance of an object. at OpenSim.Region.PhysicsModule.ODE.OdeScene.Dispose() in f:\dev\opensim-core\OpenSim\Region\PhysicsModules\Ode\OdeScene.cs:line 4062 | |||||
2015-10-14 | fix a typo.. | UbitUmarov | 1 | -1/+0 | |
2015-10-14 | bug fix, and make Mesh-Mesh and Mesh-Terrain collisions a lot softer | UbitUmarov | 1 | -68/+74 | |
2015-10-13 | reduce jitter due to viewer interpolators on objects that are really almost ↵ | UbitUmarov | 1 | -37/+87 | |
at rest | |||||
2015-10-13 | change fps and dilation (still something not that usefull). make collisions ↵ | UbitUmarov | 1 | -86/+77 | |
a bit less explosive.., do changes on own time limited loop and not on simulation loop, ... | |||||
2015-10-13 | rename UbitMeshmerizer class as ubMeshmerizer | UbitUmarov | 1 | -1/+1 | |
2015-10-12 | detect a fully degenerated mesh and avoid using it and so crashing ubOde | UbitUmarov | 2 | -1/+18 | |
2015-10-11 | use System.IO.Compression.DeflateStream for mesh decompression like master, ↵ | UbitUmarov | 1 | -9/+9 | |
since ACE zlib does seem to fail to decompress some meshs present at OSG, (possible same issue happens with map with option to draw prims) | |||||
2015-10-11 | display prim name, if unzip of selected phsyics mesh part fails on ↵ | UbitUmarov | 1 | -1/+1 | |
ubMeshmerizer ( thx Dan) | |||||
2015-10-02 | Implement an overridable implementation of PhysicsActor.SetVehicle() | Robert Adams | 2 | -2/+103 | |
that works for all physics engines. BulletSim: implement an optimized version of SetVehicle() that still uses the vehicle code to do bounds checking but does it in one taint operation. | |||||
2015-09-30 | add get method on physics actors PIDHoverActive | UbitUmarov | 11 | -5/+21 | |