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* | update ubOde hashspaces levelsUbitUmarov2015-10-211-3/+3
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* | we do not have prims with size 2^128, missing fileUbitUmarov2015-10-211-11/+6
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* | fix or remove some wrong ODE configuration settingsUbitUmarov2015-10-211-34/+7
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* | remove the use of Vector3 for axis locks on the rest of enginesUbitUmarov2015-10-217-26/+13
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* | the inertia matrix inversions and body inertia changes to implement axis ↵UbitUmarov2015-10-211-288/+59
| | | | | | | | locks need to be avoid, so use ubOde axis locks code. Hopefully this will not cause incompatibilities
* | stop using a vector3 to store axis locks 3bit flags also in odeUbitUmarov2015-10-202-56/+47
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* | stop using a vector3 to store axis locks 3bit flags in ubOdeUbitUmarov2015-10-202-38/+46
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* | move ugly convertion of axis locks 3 bit flags to a wasted vector3 down to ↵UbitUmarov2015-10-201-1/+14
| | | | | | | | PhysicsActor. Let engines use LockAngularMotion with either Vector3 argument or byte
* | On to 0.8.3!Diva Canto2015-10-183-3/+3
| | | | | | | | | | Conflicts: OpenSim/Region/PhysicsModules/ConvexDecompositionDotNet/Properties/AssemblyInfo.cs
* | stop a object when making it not physicalUbitUmarov2015-10-181-2/+9
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* | Fix wrong active angularlock detection (it was only burning cpu), stop ↵UbitUmarov2015-10-172-16/+11
| | | | | | | | trying to add a amotor to each child prim and stop using unnecessary trimeshcallbacks
* | fix GetTerrainHeightAtXY for large regions. Also change ode dispose()UbitUmarov2015-10-171-386/+30
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* | bug fix. Some rare meshs reported as having +-infinity dimensionsUbitUmarov2015-10-151-6/+28
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* | More exception catching in ODE at shutdown. Not sure why the exception happens.Diva Canto2015-10-141-1/+10
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* | Fixed exception upon shutting down in plain ODE.Diva Canto2015-10-141-2/+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
* | fix a typo..UbitUmarov2015-10-141-1/+0
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* | bug fix, and make Mesh-Mesh and Mesh-Terrain collisions a lot softerUbitUmarov2015-10-141-68/+74
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* | reduce jitter due to viewer interpolators on objects that are really almost ↵UbitUmarov2015-10-131-37/+87
| | | | | | | | at rest
* | change fps and dilation (still something not that usefull). make collisions ↵UbitUmarov2015-10-131-86/+77
| | | | | | | | a bit less explosive.., do changes on own time limited loop and not on simulation loop, ...
* | rename UbitMeshmerizer class as ubMeshmerizerUbitUmarov2015-10-131-1/+1
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* | detect a fully degenerated mesh and avoid using it and so crashing ubOdeUbitUmarov2015-10-122-1/+18
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* | use System.IO.Compression.DeflateStream for mesh decompression like master, ↵UbitUmarov2015-10-111-9/+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)
* | display prim name, if unzip of selected phsyics mesh part fails on ↵UbitUmarov2015-10-111-1/+1
| | | | | | | | ubMeshmerizer ( thx Dan)
* | Implement an overridable implementation of PhysicsActor.SetVehicle()Robert Adams2015-10-022-2/+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.
* | add get method on physics actors PIDHoverActiveUbitUmarov2015-09-3011-5/+21
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* | first steps adding suport for llSetHoverHeight() called from attachments on ↵UbitUmarov2015-09-301-16/+143
| | | | | | | | ubOde. Sure needs work.. like sp motion control still assumes stopped and not falling state. Only very basic test on flat land done
* | add physics assistance on placement of a new object. This may help on ↵UbitUmarov2015-09-241-6/+3
| | | | | | | | mantis 7727, but may still need more work
* | fix for future non square regionsUbitUmarov2015-09-232-5/+6
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* | same for old OdeUbitUmarov2015-09-231-1/+1
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* | remove a odd floating offset on physical prims/terrain collisionsUbitUmarov2015-09-231-16/+9
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* | recover bulletS fps math change lost in mergeUbitUmarov2015-09-171-2/+3
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* | change the names also on the assembyInfo filesUbitUmarov2015-09-132-7/+7
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* | rename Ubit physics modulesUbitUmarov2015-09-1217-70/+71
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* | fix the typos that seem to matter so much to some :pUbitUmarov2015-09-122-2/+2
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* | minor clean, letting small classes be own module classUbitUmarov2015-09-091-2/+4
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* | let old ode also have a Module classUbitUmarov2015-09-093-80/+113
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* | found core hack to fix modules interdependencies RegionLoaded is not that ↵UbitUmarov2015-09-092-24/+37
| | | | | | | | obvius
* | split Module from its scene, so if not enabled there is no scene memory ↵UbitUmarov2015-09-092-97/+113
| | | | | | | | allocation. All physics modules need this ( if not others)
* | demote ConvexDecompositionDotNet to a simple dll, i had made it a region moduleUbitUmarov2015-09-0924-27/+23
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* | retouch ubitode moduleUbitUmarov2015-09-091-119/+52
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* | and now.. seems to work.. but does it really work?UbitUmarov2015-09-082-53/+65
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* | properties foldersUbitUmarov2015-09-083-3/+45
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* | a mess with Modules and ModuleUbitUmarov2015-09-0840-44/+44
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* | more on compile..UbitUmarov2015-09-081-1/+2
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* | more on compile..UbitUmarov2015-09-088-39/+42
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* | opps my files?UbitUmarov2015-09-081-0/+340
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* | opps my files?UbitUmarov2015-09-089-0/+13829
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* | rename UbitodeUbitUmarov2015-09-0810-14169/+0
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* | fix some compileUbitUmarov2015-09-0824-23/+24
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* | fix some compileUbitUmarov2015-09-083-26/+53
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