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* ubOde change terrain min height to -100m. Maybe this way a viewer dev mays ↵UbitUmarov2018-06-271-4/+4
| | | | fix rendering below 0m, like making them think z = 1m for that purpose, for example
* Merge branch 'master' into httptestsUbitUmarov2018-05-041-2/+2
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| * fix ubOde terrain copy at north and east borders0.9.0.1UbitUmarov2018-05-041-2/+2
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* | retire our BlockingQueue replaced by BlockingCollection and cross fingersUbitUmarov2018-01-221-5/+7
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* | some cleanupUbitUmarov2018-01-201-0/+1
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* | pesty warningsUbitUmarov2018-01-171-3/+1
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* | recover a lost null checkUbitUmarov2018-01-151-1/+2
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* | shut up some pesty warningsUbitUmarov2018-01-154-6/+6
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* | make old Ode PInvoke follow ms coding rulesUbitUmarov2018-01-147-1026/+1023
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* | make ubOde PInvoke follow ms coding rulesUbitUmarov2018-01-149-1556/+1673
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* | Merge branch 'master' into httptestsUbitUmarov2017-12-141-1/+2
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| * add a missing return on a mesh decode error in ubOdemeshmerizerUbitUmarov2017-12-141-1/+2
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* | Merge branch 'master' into httptestsUbitUmarov2017-10-132-4/+13
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| * BulletSim: Add parameter "[BulletSim]AvatarWalkVelocityFactor=1.0" toRobert Adams2017-10-132-4/+13
| | | | | | | | | | | | | | | | | | | | adjust the walking speed passed from the simulator. Default is 1.0f so there should be no change for regions who do not change the factor. The adjustment for walking speed and AlwaysRun speed should be in the simulator and not the physics engines (who all assume TargetVelocity.set is only used for avatar walking/running) but that would require tweaking all the phyiscs engines.
* | ubOde: comment out some debug statsUbitUmarov2017-09-081-13/+14
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* | ubOde: hashSpaces aren't that niceUbitUmarov2017-09-083-188/+107
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* | Merge branch 'master' into httptestsUbitUmarov2017-09-0512-86/+414
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| * BulletSim: add raycast filteringRobert Adams2017-09-051-3/+35
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| * BulletSim: first version of raycast. Only single contact point and noRobert Adams2017-09-038-128/+137
| | | | | | | | filtering.
| * BulletSim: modify taint processing which use locks.Robert Adams2017-09-025-27/+62
| |\ | | | | | | | | | (Merge branch 'bullettaint' into bulletcast)
| | * BulletSim: add clock and change logic for taint processing a littleRobert Adams2017-08-285-27/+62
| | | | | | | | | | | | | | | so taints check if they are not in simulation time and execute immediately if not.
| * | BulletSim: most of the plumbing for raycast. Needs new BulletSim.dll toRobert Adams2017-09-028-0/+252
| |/ | | | | | | work.
* | ubOde move static/dynamic friction to unmanaged code. Note this now ↵UbitUmarov2017-08-211-13/+14
|/ | | | requeries ode version OS0.13.3 currently at opensim-libs repo trunk/unmanaged/ODE-OpenSim-Test
* BulletSim: remove chatty debug message.Robert Adams2017-08-141-2/+2
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* BUlletSim: return better terrain height inRobert Adams2017-08-141-4/+20
| | | | | | | | BSTerrainHeightMap.GetTerrainHeightAtXYZ(). Partial fix for Mantis 8011. Problem is that computed terrain height is different than mesh height in the physics engine. For small shapes, they would have their position corrected to above terrain so they would never collide.
* Oops fix also default UseMeshiesPhysicsMesh also on ubOdeUbitUmarov2017-08-021-1/+1
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* mantis 8218 make Meshmerizer UseMeshiesPhysicsMesh defualt to true, to match ↵UbitUmarov2017-07-271-1/+1
| | | | stated on ini files.
* add a rudimentary version control to ubOde meshs cacheUbitUmarov2017-07-231-90/+90
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* ubOde: let small spheres still be spheresUbitUmarov2017-07-221-1/+1
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* ubOde: remove some dead codeUbitUmarov2017-07-221-84/+1
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* ubOde: represent small objects as a box. A object is small is all scale ↵UbitUmarov2017-07-222-13/+25
| | | | dimensions are less or equal to option MinSizeToMeshmerize (in ODEPhysicsSettings) with default of 0.1. This is needed because this objects hit narrow phase with high overlaps alot more, and so have high cpu cost.
* ubOde remove ols pseudo convex for sculptsUbitUmarov2017-07-221-10/+1
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* ubOde suport convex shapes on all normal prims and sculpts. Since code is ↵UbitUmarov2017-07-211-18/+115
| | | | experimental this is controled by options ConvexPrims and ConvexSculpts, on section Mesh, that can be set to false in case of problems
* ode does not like null refsUbitUmarov2017-07-161-1/+2
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* add Util.GetTimeStamp() that returns the stamp in seconds; use it on ubOde; ↵UbitUmarov2017-07-132-18/+20
| | | | separed land collsions dispatch from the others...
* ubOde don't use old ode body sleep option, a few changes on sleep control, ↵UbitUmarov2017-07-073-8/+31
| | | | update ode.dll (windows, others needed) (keep older versions.. bc.. well bugs happen)
* ubOde: but only do that if sphere is physical..UbitUmarov2017-07-031-1/+1
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* ubOde: dont do avatar step climb on small true spheres. lets play simple ↵UbitUmarov2017-07-031-2/+8
| | | | football
* oops i forgot the avatar knees bending on ramps... so go back..UbitUmarov2017-07-022-24/+33
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* a few changes to ubOde avatar collisionsUbitUmarov2017-07-012-38/+39
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* fix some issues on ubOde physics shape type changesUbitUmarov2017-06-122-15/+18
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* Fixed typo in log messageKevin Cozens2017-06-091-1/+1
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* add a bit more protection for broken scripts like ingen-e3s-v1.33UbitUmarov2017-05-211-0/+4
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* fix a null ref in ubOde characterUbitUmarov2017-05-201-36/+34
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* ubMeshmerizer: fix the orientation of last triangle on top/bottom faces ofUbitUmarov2017-04-261-2/+2
| | | | | hollow cylinders plz delete contents of bin/MeshCache to remove defective entries"
* update ode binaries for windows; add a minimal velocity for bounceUbitUmarov2017-04-201-0/+1
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* deleted a bit 2 much on last commitUbitUmarov2017-04-182-2/+5
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* update ODE binaries for windows. Other platforms need to compile from ↵UbitUmarov2017-04-181-122/+77
| | | | opensim-libs repo, folder ODE-OpenSim-0.13.2, read file OPENSIM-README.txt. Remove code to reduce bounce on non physical placement, new unmanaged should handle that
* several changes for osTeleportObjectUbitUmarov2017-04-151-18/+25
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* still issues with volume detectors and sleeping bodiesUbitUmarov2017-04-152-2/+8
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