Commit message (Collapse) | Author | Files | Lines | ||
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2016-08-17 | ubOde reduce collision_start latency in same cases (only one collision ↵ | UbitUmarov | 2 | -10/+8 | |
happening and more than 50ms since last) | |||||
2016-08-09 | tell prim name on some more ubMeshmerizer error/warn messages | UbitUmarov | 1 | -2/+2 | |
2016-08-06 | ubOde revert making vehicle hover height disable hover. This at least ↵ | UbitUmarov | 1 | -1/+1 | |
breaks current scripts. wikis say it should, but makes no sense with vehicle type parameters defaults. Hover it again only disabled with timescale >300; handle llSameGroup on attachments | |||||
2016-08-06 | ubOde a few changes to collisions reporting | UbitUmarov | 3 | -31/+62 | |
2016-08-04 | also disable vehicle hover if its hover is set to zero | UbitUmarov | 1 | -1/+1 | |
2016-08-04 | apply external forces and torque to vehicles also, as other engines do | UbitUmarov | 2 | -8/+15 | |
2016-08-02 | reduce ubOde walking super climbers | UbitUmarov | 1 | -0/+17 | |
2016-07-25 | remove redundant check | UbitUmarov | 1 | -2/+1 | |
2016-07-25 | add give a body to default rootVelocity | UbitUmarov | 1 | -1/+1 | |
2016-07-25 | add missing overrides | UbitUmarov | 2 | -2/+2 | |
2016-07-25 | revert bad last changes and fix the issue another way | UbitUmarov | 4 | -10/+27 | |
2016-07-25 | ubOde bug fix | UbitUmarov | 2 | -2/+4 | |
2016-07-25 | change bullet relative velocity sign to match ubOde | UbitUmarov | 1 | -1/+1 | |
2016-07-25 | preserve max relative velocity on a colision report time slice | UbitUmarov | 1 | -1/+12 | |
2016-07-24 | ubOde actually revert last change don't send unnecessary empty collisions, ↵ | UbitUmarov | 1 | -2/+2 | |
will patch it elsewhere | |||||
2016-07-24 | ubOde still on relative velocity. Make ubOde report avatar empty collisions ↵ | UbitUmarov | 1 | -5/+11 | |
to tick events on core. Avn didn't require this, core should not require also (TODO) | |||||
2016-07-24 | ubOde try to improve contact velocity on first avatar collision with terrain | UbitUmarov | 1 | -2/+5 | |
2016-07-24 | ubOde fix contact relative velocity sign | UbitUmarov | 1 | -30/+31 | |
2016-07-04 | add EngineName also to the others | UbitUmarov | 3 | -0/+18 | |
2016-07-04 | add EngineName also to old ODE | UbitUmarov | 2 | -2/+8 | |
2016-07-04 | add OSSL osGetPhysicsEngineName(). this returns a string with name and ↵ | UbitUmarov | 3 | -4/+11 | |
version. does no permition checks or it whould be less usefull ( only ubOde returns value) | |||||
2016-06-29 | change ubOde module, hopefully for better handling of multiple scenes on ↵ | UbitUmarov | 1 | -25/+35 | |
same instance. ( may be broken now ) | |||||
2016-04-07 | CR safari. Remove gratuitious CRs in some files | Melanie Thielker | 1 | -56/+56 | |
2016-03-06 | BulletSim: use the new 'setAvatarSize' physics call introduced in 0.9. | Robert Adams | 3 | -91/+129 | |
This disables all the avatar size fudge numbers previously used by BulletSim. If you have your region tuned to the old way, set "[BulletSim]AvatarUseBefore09SizeComputation=true" in your INI files. | |||||
2016-03-06 | BulletSim: Send out avatar position update if velocity is now zero | Robert Adams | 1 | -1/+1 | |
and it wasn't zero last tick. This will prevent some avatar creeping. Adjust BulletSim default avatar velocity zeroing so the avatar stops sooner. | |||||
2016-02-21 | Pushed AssemblyVersion up to VersionInfo, so that we don't need to do global ↵ | Diva Canto | 9 | -9/+9 | |
replace anymore. | |||||
2016-01-20 | BulletSim: increase default value of AvatarStopZeroThreshold as this reduces | Robert Adams | 1 | -1/+1 | |
the occurance of stopped avatar drifting in the viewer. Not sure why but this is a short term fix while investigation continues. | |||||
2016-01-19 | BulletSim: make collision sounds work most of the time. Seems that collisions | Robert Adams | 3 | -5/+9 | |
usually stop the collider so velocity is often small. Also remove some chatty debug messages. | |||||
2016-01-18 | BulletSim: add stationary suppression on AddForce application. This enables | Robert Adams | 1 | -0/+4 | |
small pushing of avatars (Mantis 7779). | |||||
2016-01-18 | BulletSim: fix problem of not zeroing motion when stationary (drift problem from | Robert Adams | 1 | -66/+40 | |
Mantis 7813). Redo Z computations for movement. Clean up code to simplify tests. Add function to suppress stationary tests unless velocity drops. | |||||
2016-01-18 | BulletSim: change method signatures for internal AddForce methods to remove | Robert Adams | 6 | -17/+21 | |
confusion about push forces. The latter is an external, physics engine interface feature (the force parameter has a different unit if pushing vs adding force) and that distinction is not used internally. | |||||
2016-01-18 | BulletSim: revert avatar stationary testing for having slight velocity. | Robert Adams | 1 | -5/+14 | |
This fix causes drift (Mantis 7813). This revision will rebreak pushing (Mantis 7779) but drifting is bad and pushing will be fixed in future commits. | |||||
2016-01-10 | BulletSim: fix Mantis 7798: land collisions not working. | Robert Adams | 1 | -2/+6 | |
2016-01-10 | BulletSim: tweaking so avatar can be pushed. In particular, llPushObject, | Robert Adams | 5 | -18/+57 | |
which called BSCharacter.AddForce, can now move a character. | |||||
2015-12-26 | ubMeshmerizer: remove some wrong faces still present in taper cases, some ↵ | UbitUmarov | 3 | -210/+234 | |
code cleanup | |||||
2015-12-26 | fix cilinder and cone physics mesh | UbitUmarov | 1 | -0/+2 | |
2015-12-24 | add prim estimated center of mass correction also for tortured prims meshs. ↵ | UbitUmarov | 1 | -0/+4 | |
Not fully tested | |||||
2015-12-17 | remove the unused OBB physics parameters export, since they aren't actually ↵ | UbitUmarov | 2 | -53/+0 | |
usefull outside ubOde | |||||
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 | |