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* 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
* Add ODE avatar and prim collision numbers if extra stats collection is enabled.Justin Clark-Casey (justincc)2012-06-011-5/+34
* Fix OdeScene.GetTopColliders() to return the top 25 colliders rather than the...Justin Clark-Casey (justincc)2012-06-011-19/+13
* Add an optional mechanism for physics modules to collect and return arbitrary...Justin Clark-Casey (justincc)2012-05-311-10/+129
* refactor: move EventQueueGet path generation into common method. Rename some...Justin Clark-Casey (justincc)2012-05-181-1/+1
* Don't eagerly clear frame collision events when physics actors subscribe and ...Justin Clark-Casey (justincc)2012-05-171-2/+8
* Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed ...Justin Clark-Casey (justincc)2012-04-241-0/+1
* Comment out spurious Body != IntPtr.Zero code after disableBody(), since disa...Justin Clark-Casey (justincc)2012-04-212-10/+20
* refactor: Simplify ODEPrim.AddChildPrim() by returning early where appropriate.Justin Clark-Casey (justincc)2012-04-211-115/+117
* Remove redundant prim_geom != IntPtr.Zero checks in ODEPrim.Justin Clark-Casey (justincc)2012-04-211-116/+88
* If a physical prim is manually moved (e.g. by a user) then set the geometry p...Justin Clark-Casey (justincc)2012-04-201-12/+10
* refactor: precalculate the fixed movement factor for avatar tilting (sqrt(2))...Justin Clark-Casey (justincc)2012-03-202-8/+16
* refactor: Eliminate unnecessary duplicate avCapsuleTiltedJustin Clark-Casey (justincc)2012-03-201-3/+7
* Fix crash where two scene loop threads could changes m_MeshToTriMeshMap at th...Justin Clark-Casey (justincc)2012-03-201-10/+16
* Stop spurious scene loop startup timeout alarms for scenes with many prims.Justin Clark-Casey (justincc)2012-02-241-0/+2
* Add 64 bit Windows sqlite3.dll and use this if running a 64-bit windows process.Justin Clark-Casey (justincc)2012-02-211-14/+1
* Report an error if the required native Windows ODE library can't be found.Justin Clark-Casey (justincc)2012-02-181-1/+4
* On Windows automatically load the correct native ODE library depending on whe...Justin Clark-Casey (justincc)2012-02-181-2/+22
* correct the default avatar_terminal_velocity value that I accidentally left i...Justin Clark-Casey (justincc)2012-02-111-1/+1
* Clamp ODE character velocity. Make ODE falling character 54m/s by default.Justin Clark-Casey (justincc)2012-02-112-1/+53
* Serialize calls to ODE Collide() function across OdeScene instances to preven...Justin Clark-Casey (justincc)2012-01-252-1/+32