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* Massive tab and trailing space cleanupMelanie Thielker2017-01-0570-3353/+3353
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* remove a gc.collect that isn't very usefull (on the right engine thisUbitUmarov2016-12-302-1855/+2602
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* remove a gc.collect that isn't very usefullUbitUmarov2016-12-301-2602/+1853
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* ubOde other convex type objects other than mesh and sculpt also don't have holesUbitUmarov2016-12-122-4/+7
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* ubOde simple spheres and boxes with type convex have no holes on ↵UbitUmarov2016-12-121-9/+15
| | | | physics(long forgotten fix)
* ubMeshmerizer, fix the orientation of last triangle on top/bottom faces in ↵UbitUmarov2016-12-031-2/+2
| | | | case on circle hollow shape
* avoid doing unnecessary heavy things on change physics repUbitUmarov2016-11-261-0/+7
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* a few more changes on potencial mem issuesUbitUmarov2016-11-181-2/+8
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* minor changes to ubMeshmerizer memory useUbitUmarov2016-11-172-68/+67
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* BulletSim: update avatar velocity setting to the new TargetVelocity pattern.Robert Adams2016-11-134-51/+47
| | | | | | | Now PhysicsActor.Velocity.set and PhysicsActor.SetMomentum do the same thing of setting the instantanious avatar velocity. PhysicsActor.TargetVelocity sets a velocity target and the movement motor is used to accelerate the' avatar to that velocity.
* ubOde fix a multhreading timming issueUbitUmarov2016-11-121-2/+2
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* ubOde: add a needed lockUbitUmarov2016-11-101-5/+11
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* partially revert commit f29d5ad662387b97d9e881f28df584dc19fa8c07: if mesh ↵UbitUmarov2016-11-071-135/+141
| | | | asset does not contain data for PRIM type warn and use convex, do avoid physical peims going underground etc
* start removing old hack of using SetMomentum to just set instant velocity, ↵UbitUmarov2016-11-073-7/+39
| | | | now that TargetVelocity is avaiable
* restrict ubOde castray with terrain range only on horizontal plane, let it ↵UbitUmarov2016-11-061-1/+10
| | | | find physical avatars.
* ubOde: if a mesh does not contain data for shape type PRIM, dont collide as ↵UbitUmarov2016-11-021-1/+6
| | | | convex as before but just don't collide matching the type NONE viewers display in this case
* BulletSim: zero velocity target when setting velocity through theRobert Adams2016-10-032-2/+12
| | | | SetMomentum method.
* BulletSim: fix problem with avatar velocity going to zero when flying acrossRobert Adams2016-09-303-59/+58
| | | | | | region boundries. Move code for Velocity, ForceVelocity and SetMomentum to BSPhysObject and have both BSPrim and BSCharacter share the code.
* put a lock back in ubOde character :(UbitUmarov2016-09-121-29/+22
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* ubMeshmerizer: add a few more try{} guards in file operations, etcUbitUmarov2016-09-052-46/+50
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* ConvexDecomposition remove a copy of vertices not needed for ubOdeUbitUmarov2016-09-022-6/+92
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* ConvexDecomposition fix some incorrect convexhull mesh generation for ubOdeUbitUmarov2016-09-021-13/+27
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* remove some MegaRegions code from ubOdeUbitUmarov2016-09-011-124/+66
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* remove some MegaRegions code from physicsUbitUmarov2016-09-014-78/+0
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* ubOde add a missing decimal dot :)UbitUmarov2016-08-291-2/+2
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* ubOde mouse look steer with some MOUSELOOK_BANK actionUbitUmarov2016-08-291-18/+51
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* missing fileUbitUmarov2016-08-281-0/+1
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* my broken version of vehicle mouse steer on ubOde (no bank,needs better damp)UbitUmarov2016-08-281-39/+103
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* remove excess dataUbitUmarov2016-08-271-3/+0
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* Import plumbing from Halcyon for camera data to physics engine.Vegaslon2016-08-271-1/+24
| | | | Signed-off-by: UbitUmarov <ajlduarte@sapo.pt>
* change ODEs topcolliders code ( still bad), plus a few memory leaksUbitUmarov2016-08-222-28/+27
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* remove unnecessary lockUbitUmarov2016-08-221-31/+21
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* minor locking issueUbitUmarov2016-08-221-2/+2
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* workaround potencial memory leaksUbitUmarov2016-08-221-13/+7
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* fix ubOde prims unlink that got broken fixing sleeping bodies collisions, ↵UbitUmarov2016-08-192-6/+28
| | | | core removes and adds a prim with same LocalID not giving time for physics to actuly delete, so when it did it LocalID was lost
* ubOde reduce collision_start latency in same cases (only one collision ↵UbitUmarov2016-08-172-10/+8
| | | | happening and more than 50ms since last)
* tell prim name on some more ubMeshmerizer error/warn messagesUbitUmarov2016-08-091-2/+2
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* ubOde revert making vehicle hover height disable hover. This at least ↵UbitUmarov2016-08-061-1/+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
* ubOde a few changes to collisions reportingUbitUmarov2016-08-063-31/+62
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* also disable vehicle hover if its hover is set to zeroUbitUmarov2016-08-041-1/+1
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* apply external forces and torque to vehicles also, as other engines doUbitUmarov2016-08-042-8/+15
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* reduce ubOde walking super climbersUbitUmarov2016-08-021-0/+17
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* remove redundant checkUbitUmarov2016-07-251-2/+1
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* add give a body to default rootVelocityUbitUmarov2016-07-251-1/+1
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* add missing overridesUbitUmarov2016-07-252-2/+2
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* revert bad last changes and fix the issue another wayUbitUmarov2016-07-254-10/+27
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* ubOde bug fixUbitUmarov2016-07-252-2/+4
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* change bullet relative velocity sign to match ubOdeUbitUmarov2016-07-251-1/+1
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* preserve max relative velocity on a colision report time sliceUbitUmarov2016-07-251-1/+12
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* ubOde actually revert last change don't send unnecessary empty collisions, ↵UbitUmarov2016-07-241-2/+2
| | | | will patch it elsewhere