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path: root/OpenSim/Region/Physics/UbitOdePlugin/ODECharacter.cs (follow)
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* add a lock to CollisionEventsThisFrameUbitUmarov2013-01-021-20/+29
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* *TEST* avatar unscripted sit. Some guessing/automationUbitUmarov2013-01-021-0/+13
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* make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov2012-12-111-14/+37
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* changes on the fast speed avatars collider, collisions from above, etcUbitUmarov2012-12-111-62/+64
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* fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2012-12-111-3/+4
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* a few more changes on avatar colliderUbitUmarov2012-12-111-73/+274
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* create a new ode character also with the new informationUbitUmarov2012-12-071-1/+2
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* *TEST* Use new avatar size in ubitODE.UbitUmarov2012-12-071-4/+44
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* avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2012-12-051-92/+63
| | | | avatar collider, just rounding the boxes, etc
* move characters (avatars) to own collision space, also fixing a problemUbitUmarov2012-12-041-9/+9
| | | | with previus code that was still assuming the avatar is g2
* raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov2012-12-041-4/+4
| | | | reduce head size a bit
* *TEST* diferent avatar colliderUbitUmarov2012-12-031-81/+288
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* adjust avatar standing Z positionUbitUmarov2012-12-031-5/+11
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* [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculptsUbitUmarov2012-10-071-1/+0
| | | | now
* messing around... Let terrain and water have nullphysicsactors, letUbitUmarov2012-07-151-6/+10
| | | | | | | nullphyscisactors have a type water, ground or unknown (default). having this removed geom to name mapping no longer needed. Made some more methods comum to prims and characters acessible via PhysActor allowing for a more uniform access. ...
* In collisions report linksets root parts to parts, and not all parts.UbitUmarov2012-07-131-1/+2
| | | | | | Temporary suspend collision checks on full stopped bodies, until a better away is found wake them, avoiding spurius collision end and start events. Until a nice way is found to avoid them, this may cause some higher cpu load. plus some clean up
* ubitODE leaksUbitUmarov2012-07-111-0/+2
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* fix physics not reporting collisions only with terrainUbitUmarov2012-05-291-0/+1
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* fix avatars collisions on sim crossings and other few cases where ↵UbitUmarov2012-05-281-2/+1
| | | | freemove() is called
* Let OOB information usable outside ubitodeUbitUmarov2012-05-271-23/+0
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* minor changesUbitUmarov2012-05-201-5/+2
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* reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov2012-05-191-31/+48
| | | | similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
* fix character IsPhysicalUbitUmarov2012-05-191-1/+1
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* add colliders relative velocity projected in collision direction to ↵UbitUmarov2012-05-191-0/+1
| | | | collisions report information.
* revert terminal vel reduction. It helped but not efectiveUbitUmarov2012-05-111-2/+2
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* reduce avatars terminal velocity to less than 30m/s or colisions with basic ↵UbitUmarov2012-05-101-5/+7
| | | | boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt).
* force lower avatar density for testingUbitUmarov2012-05-051-0/+4
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* UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any ↵UbitUmarov2012-05-041-2/+4
| | | | significant change like new 'velocity' or new position, etc, requests
* testUbitUmarov2012-04-271-1/+7
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* testUbitUmarov2012-04-271-2/+2
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* itestUbitUmarov2012-04-271-2/+1
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* testUbitUmarov2012-04-271-13/+11
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* testingUbitUmarov2012-04-271-1/+1
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* testing....UbitUmarov2012-04-271-41/+78
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* testingUbitUmarov2012-04-271-1/+1
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* testingUbitUmarov2012-04-271-58/+71
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* testingUbitUmarov2012-04-271-1/+1
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* testingUbitUmarov2012-04-271-0/+6
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* TESTINGUbitUmarov2012-04-271-0/+1
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* let objects/avas push avasUbitUmarov2012-04-241-2/+1
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* ubitODE - several changes...UbitUmarov2012-04-231-0/+3
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* ubitODE - again avatar/terrain collision. Reduce new viewers interpolators ↵UbitUmarov2012-04-201-6/+14
| | | | efects reporting null velocity and aceleration when stopped near the right position, where they can still have instantanius large values that can get magnified by interpolators, specially using diferent timing estimation.
* ubitODE still retouching character pidUbitUmarov2012-04-181-2/+2
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* ubitODE - retouch character PIDsUbitUmarov2012-04-181-4/+4
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* ubitODE: - character managed ode was only getting position etc from ↵UbitUmarov2012-04-171-118/+44
| | | | unmanaged at heartbeat rate like core ode. Now do it at ODE rate in move(..). UpdatePositionAndVelocity() called once per heartbeat is now empty.
* ubitODE: - made avatar/ground collision pid servo a bit softer since seems a ↵UbitUmarov2012-04-171-2/+2
| | | | bit unstable with small avas in AVI even if fine on my testsite - Removed reading of PID parameters from config files since that only serves to mess things up and adds more unknowns
* ubitODE: bug fix let avatars colide with volume detectorsUbitUmarov2012-04-171-0/+1
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* ubitODE: - fix remove characters from default raycasts filters as older code ↵UbitUmarov2012-04-161-0/+8
| | | | (or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE
* ubitODE + physmanager: - Revised use of ODE collisions categories and ↵UbitUmarov2012-04-161-8/+21
| | | | bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
* Avatars have no bounceUbitUmarov2012-03-241-3/+1
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