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* Remove some more cut-and-paste typos in 6dof constraint setup in XNARobert Adams2019-02-051-3/+3
| | | | | | version of BulletSim. Could only effect operation of flexible linksets when using the C# version of the Bullet physics engine. Found by Tampa and AliciaRaven and reported in Mantis 7612.
* Remove cut-and-paste typo in 6dof contstrain setup in XNA version ofRobert Adams2019-02-051-1/+1
| | | | | | BulletSim. Could only effect operation of flexible linksets when using the C# version of the Bullet physics engine. Found by Tampa and reported in Mantis 7612.
* ubode add position to pid control it stopped flying to prevent slow driftsUbitUmarov2019-01-311-26/+30
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* cosmeticsUbitUmarov2019-01-315-108/+96
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* ubode replace a locklessqueue by .net concurrentqueueUbitUmarov2019-01-292-116/+80
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* forgotten locks on ubodeUbitUmarov2019-01-281-34/+37
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* well.. put the ode locks back, for nowUbitUmarov2019-01-212-29/+39
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* this looks more like ubodeUbitUmarov2019-01-211-8/+3
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* ubode try remove a legacy lock, that is nastyUbitUmarov2019-01-212-4/+6
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* minor cosmeticsUbitUmarov2019-01-052-118/+103
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* now break several things at same time... sog/sop updates, threads options,...UbitUmarov2018-12-285-50/+2
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* mantis 8420: ubOde awake up lazy bodyUbitUmarov2018-12-112-57/+73
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* fix compile putting back useless things until they are fully removedUbitUmarov2018-12-061-5/+3
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* ubOde: slow down collision events to attachmentsUbitUmarov2018-12-062-25/+52
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* potencial mem leakUbitUmarov2018-12-011-0/+1
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* avoid a null ref on BulletUbitUmarov2018-11-151-1/+2
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* pesty warningUbitUmarov2018-11-121-0/+1
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* ubOde: remove support for old native ODE lib; make inplace terrain changes, ↵UbitUmarov2018-11-123-311/+127
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* reduce some threads priorityUbitUmarov2018-10-281-1/+0
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* oops some code got in ahead of timeUbitUmarov2018-10-211-2/+6
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* mantis 8387: (try) avoid potencial out of order phys operationsUbitUmarov2018-10-211-7/+6
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* more use of simpler xml encoder on inventory fetch, plus other cosmeticsUbitUmarov2018-10-061-1/+0
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* mantis 8384: try to fix bullet heimap managed memory sharing with unmanaged libUbitUmarov2018-10-032-1/+10
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* and some more guard try{}catch{} on ub mesh processingUbitUmarov2018-07-291-8/+31
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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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