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path: root/OpenSim/Region/Physics/Manager/PhysicsActor.cs (unfollow)
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2007-12-10saved OpenSim source code from the giant rampaging unterminated copyright ↵Jeff Ames1-2/+2
notice of doom
2007-11-16* ODE step two on the way to separate dynamic space allocation ( One more to ↵Teravus Ovares1-0/+14
go )
2007-11-12* Implemented Walk Vs Run in ODE. Also helps make the walk look smoother.Teravus Ovares1-1/+6
* All thanks to unimplemented packet listing :D
2007-11-12* Added a lot of Glue to help with reporting proper collisions.Teravus Ovares1-2/+85
* ODE - Fixed the iscolliding property to report a static true when colliding. * Added reporting of collisions to call UpdateMovementAnimations * Added Jump - air animation (with arms outstretched). * Added Fall Animations * ODE - Added a small amount of X, Y motion control while jumping or Falling * ODE - Avatar movement animations are still a bit odd sometimes, and had to get this up there.
2007-11-09* Added an internal throttle on ODE physics updatesTeravus Ovares1-0/+7
* Added a ThrottleUpdates member to PhysicsActor to expose 'throttle' ability to the Scene. * Updated the ode.dll file with a fix to invalid data passed to ODE's heightfield collision calculator.
2007-11-08* Fixed occasional character drift caused by sim not sending the avatar's ↵Teravus Ovares1-1/+19
final resting velocity. * Added Smooth moving prim * Added event to PhysicsActor RequestPhysicsterseUpdate to allow physics plugins to be able to schedule a terse update.
2007-11-08* Added Rotational Velocity reporting for Client Interpolation to Terse UpdatesTeravus Ovares1-1/+8
* Added Angular Velocity reporting for smooth-ish rotations on object collisions
2007-11-05prim cuts in ODEdan miller1-0/+14
Much thanks to Gerhard! Merged with Darok's recent changes re: physical prims
2007-11-03Changes in BulletXPlugin: Added new class BulletXActor class inherits from ↵darok1-0/+8
PhysicsActor and it's the ancestor for BulletXCharacter and BulletXPrim.Physical modifications: Changes for pass the value of Physical flag in the SceneObjectPart class to the Physics engines. New call for AddPrimShape so it has a new parameter called "isPhysical". The old call will be obselete soon (i believe). PhysActor and its descendants have a new property called IsPhysical. By the way no new special funcionallity added. It's more like preparing the way for new modifications.
2007-11-01* Diuerse beavtificatemslbsa711-2/+3
2007-10-31Thank you Teravus, very much, for a 'jump', 'crouch' and 'inertia' patch for ↵Charles Krinke1-1/+8
all three physics plugins.
2007-10-30* Optimized usingslbsa711-87/+23
* Shortened type references * Removed redundant 'this' qualifier
2007-09-10mass update of urls in source code to new websiteSean Dague1-1/+1
2007-08-28Corrected the namespace in OpenSim.Region.Physics.Manager, so now namespace ↵MW1-1/+1
should equal project and directory.
2007-08-19More prep work for adding prims to ODE physicsBrian McBee1-0/+18
2007-07-19* More cleaningAdam Frisby1-0/+2
2007-07-16changed to native line ending encodingSean Dague1-167/+167
2007-07-04A bit more work on Building tools/support.MW1-1/+1
updated Axiom.MathLib.dll.
2007-07-03* Optimized usings (the 'LL ate my scripts' commit)lbsa711-7/+5
* added some licensing info
2007-07-01Started change to having SceneObject and then that having child Primitives ↵MW1-0/+8
which in turn have a Shape object (currently PrimitiveBaseShape). The plan is only for the SceneObject to interface with the physics engines. As a physics Entity should be able to have mulitple shapes connected to it.