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path: root/OpenSim/Region/Physics/UbitOdePlugin/ODEPrim.cs (follow)
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* ubitODE + physmanager: - Revised use of ODE collisions categories and bits(fl...UbitUmarov2012-04-161-572/+497
* chODE and ubitODE always return prim mass (they where returning object mass o...UbitUmarov2012-04-091-1/+1
* UbitOde let caller try to build meshs like done in chode. Changing this was ...UbitUmarov2012-03-241-3835/+3883
* Avatars have no bounceUbitUmarov2012-03-241-3697/+3948
* Changes of PrimShapeType should now work with UbitOde ( almost untested )UbitUmarov2012-03-211-3710/+3724
* Tell physics about physics shape when creating. Added some virtual methods to...UbitUmarov2012-03-211-3/+11
* ubitode prim select was not doing phantom caseUbitUmarov2012-03-121-6/+17
* ubitOde also knows a bit more about physical phantomUbitUmarov2012-03-111-29/+142
* initial steps to support physical phantomsUbitUmarov2012-03-111-1/+5
* ubitOde bugUbitUmarov2012-03-091-2/+4
* update ubitOdeUbitUmarov2012-03-051-72/+283
* update UbitOdeUbitUmarov2012-03-041-20/+19
* update UbitODEUbitUmarov2012-03-041-0/+12
* update ubitODE to current working stateUbitUmarov2012-02-291-69/+120
* update ubitODE to my current working stateUbitUmarov2012-02-271-169/+152
* remove drawstuff from ubitodeUbitUmarov2012-02-111-3/+0
* UbitODE: replace 'taints' by 'changes' for avatars also. This provides better...UbitUmarov2012-02-111-6/+8
* vehicle changes done by simulation thread and not calling oneUbitUmarov2012-02-111-131/+194
* Use mesh to estimate real center of prims if avaiable. Let sculpt map texture...UbitUmarov2012-02-111-4/+2
* test on gitUbitUmarov2012-02-101-0/+1
* Changes to vehicles code etc. Includes some debug aids to remove later.UbitUmarov2012-02-101-5/+1
* initial introdution of physics actor building control.UbitUmarov2012-02-081-1/+1
* UbitODE plugin initial commitUbitUmarov2012-02-081-0/+3260