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* Somewhat improve avatar region crossings by properly preserving velocity when...Justin Clark-Casey (justincc)2014-11-292-9/+8
* Label all threadpool calls being made in core OpenSimulator. This is to add ...Justin Clark-Casey (justincc)2014-11-251-1/+1
* If calling llStopMoveToTarget() on an in-world prim, don't send an unnecessar...Justin Clark-Casey2014-11-192-7/+10
* Fixed avatar hovering above the ground. The avatar physics capsule was too tall.Oren Hurvitz2014-07-211-2/+4
* refactor: slightly adjust some code in ODECharacter.Move() to eliminate a con...Justin Clark-Casey (justincc)2014-07-181-18/+19
* With ODE physics, fix an issue where the avatar couldn't jump and then move f...Justin Clark-Casey (justincc)2014-07-181-18/+5
* Change assembly versions to 0.8.1Justin Clark-Casey (justincc)2014-06-171-1/+1
* Bump OPenSimulator version and assembly versions up to 0.8.0 DevJustin Clark-Casey (justincc)2013-10-041-1/+1
* minor: remove some mono compiler warnings in OdePluginJustin Clark-Casey (justincc)2013-07-082-2/+1
* Bump version and assembly version numbers from 0.7.5 to 0.7.6Justin Clark-Casey (justincc)2013-02-051-1/+1
* BulletSim: fix the trimming of colliders so only the top 25 are returned.Robert Adams2013-01-281-2/+2
* BulletSim: add osGetPhysicsEngineType() LSL function and updateRobert Adams2013-01-112-2/+3
* Stop logging spurious asset data for {0} is zero length error for sculpts/meshJustin Clark-Casey (justincc)2012-11-281-0/+5
* Consistenly make NUnit test cases inherit from OpenSimTestCase which automati...Justin Clark-Casey (justincc)2012-11-241-1/+2
* Added AssemblyInfos to every dll in the OpenSim.Region namespace.Diva Canto2012-11-141-1/+1
* Updated all existing AssemblyVersions's to 0.7.5.*. Many DLLs still don't hav...Diva Canto2012-11-131-1/+1
* ODECharacter overrides TargetVelocity. No change to existing behaviorDan Lake2012-11-081-1/+15
* Log warning if mesh/sculpt asset couldn't be found by ODEPrim.MeshAssetReceiv...Justin Clark-Casey (justincc)2012-10-301-0/+6
* Add asset != null check to ODEPrim.MeshAssetReceived instead of throwing exce...Justin Clark-Casey (justincc)2012-10-301-1/+1
* Make MeshAssetReceived private.Justin Clark-Casey (justincc)2012-10-301-1/+1
* correct ODEPrim.MeshAssetReveived -> MeshAssetReceivedJustin Clark-Casey (justincc)2012-10-301-3/+2
* minor: remove unnecessary bit of method doc from OdePrim.BadMeshAssetCollideB...Justin Clark-Casey (justincc)2012-10-201-3/+0
* Fix minor issues from commit 28483150Justin Clark-Casey (justincc)2012-10-201-12/+17
* [UNTESTED] core Ode: let broken mesh physical prims collide with land asUbitUmarov2012-10-191-6/+11
* [UNTESTED] core Ode: stop trying to load a broken asset. Make brokenUbitUmarov2012-10-191-21/+97
* i update core ode plugin and make it load is meshs (i hope)UbitUmarov2012-10-182-2/+51
* av_av_collisions_off = false OdePhysics Settings in OpenSimDefaults.ini - No...teravus2012-10-091-2/+9
* Add config option to plant avatar where they are reducing avatar avatar 'push...teravus2012-10-092-3/+9
* Soliciting for comments on smoothness of physics objects for this build.teravus2012-10-032-8/+46
* I propose that 0.5m/step change for linear velocity is too big of a change to...teravus2012-10-031-1/+15
* Minor Modification, switch /2 to 0.5f in ODEPrim.Velocityteravus2012-10-021-4/+4
* Remove the LandGeom checks in OdeScene - these are pointless since LandGeom i...Justin Clark-Casey (justincc)2012-07-271-4/+2
* Add check so Ode does not try to simulate after it has been Dispose()'ed. Fix...Robert Adams2012-07-261-0/+9
* Move update of the final optional ODE total frame stat inside the OdeLock rat...Justin Clark-Casey (justincc)2012-06-291-3/+3
* refactor: rename _collisionEventPrim to m_collisionEventActors and _collision...Justin Clark-Casey (justincc)2012-06-291-12/+12
* Fix a regression where we stopped removing avatars from collision event repor...Justin Clark-Casey (justincc)2012-06-291-1/+1
* Add optional total avatars, total prims and active prims stats to ODE plugin.Justin Clark-Casey (justincc)2012-06-011-0/+21
* If OdeScene.Near() returns no collision contacts, then exit as early as possi...Justin Clark-Casey (justincc)2012-06-011-0/+4
* Add optional stat for the other collision time per frame not spent in ODE nat...Justin Clark-Casey (justincc)2012-06-011-1/+16
* Add avatar forces calculation, prim force and raycasting per frame millisecon...Justin Clark-Casey (justincc)2012-06-011-7/+46
* Collection optional avatar and prim taint frame millisecond timesJustin Clark-Casey (justincc)2012-06-011-7/+36
* Remove recent optional native collision frame milliseconds statJustin Clark-Casey (justincc)2012-06-011-13/+1
* Add optional stat that records milliseconds spent notifying collision listene...Justin Clark-Casey (justincc)2012-06-011-0/+14
* Add avatar and prim update milliseconds per frame optional statsJustin Clark-Casey (justincc)2012-06-011-7/+31
* Add option native step frame ms statJustin Clark-Casey (justincc)2012-06-011-9/+21
* Add total ODE frame time optional stat, as a sanity check on the main scene p...Justin Clark-Casey (justincc)2012-06-011-7/+21
* Break down native ODE collision frame time stat into native space collision a...Justin Clark-Casey (justincc)2012-06-011-4/+22
* Rename new collision stats to 'contacts' - there are/can be multiple contacts...Justin Clark-Casey (justincc)2012-06-011-6/+6
* Stop adding an unnecessary duplicate _perloopcontact if the avatar is standin...Justin Clark-Casey (justincc)2012-06-011-9/+4
* minor: comment out currently unused OdeScene.sCollisionDataJustin Clark-Casey (justincc)2012-06-011-9/+9