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path: root/OpenSim/Region/Physics/UbitOdePlugin/ODERayCastRequestManager.cs (follow)
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* *** DANGER TESTING **** changed prims mesh generation hopefully removingUbitUmarov2013-05-291-1/+1
| | | | | | | spurius faces. CHanged several aspects. Fixed prims inertia that was too low, still using box as model. Increased number of quickstep SOR iterations to 15. Keep it 15 even on heavy load ( will only jump simulation time).
* Merge branch 'master' into careminsterMelanie2013-02-051-3/+3
| | | | | | | | Conflicts: OpenSim/Data/MySQL/MySQLSimulationData.cs OpenSim/Framework/Servers/VersionInfo.cs OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
* prevent potencial invalid refsUbitUmarov2013-01-131-162/+45
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* * DAnger, TEST * change camera plane collision detection. Still bounces onUbitUmarov2013-01-081-12/+29
| | | | * prim edges due to camera lag
* bug fix, cleanup...UbitUmarov2013-01-031-3/+3
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* *TEST* avatar unscripted sit. Some guessing/automationUbitUmarov2013-01-021-227/+356
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* fixUbitUmarov2012-12-181-0/+14
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* missing files remove some warnings...UbitUmarov2012-12-111-1/+0
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* move characters (avatars) to own collision space, also fixing a problemUbitUmarov2012-12-041-0/+3
| | | | with previus code that was still assuming the avatar is g2
* Change ray to land colision range limitation so it has no impact on otherUbitUmarov2012-10-091-6/+8
| | | | geom types
* move terrain geom to own ode space. Limit range on raycast if includesUbitUmarov2012-10-091-2/+14
| | | | | | terrain until ode doesn't eat all stack. Add a pre-simulation method to do pending actors changes (except mesh assets still not ready to use), to be optionaly called before firing heartbeat. [UNTESTED]
* messing around... Let terrain and water have nullphysicsactors, letUbitUmarov2012-07-151-39/+60
| | | | | | | 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.UbitUmarov2012-07-131-2/+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: - fix remove characters from default raycasts filters as older code ↵UbitUmarov2012-04-161-8/+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 ↵UbitUmarov2012-04-161-83/+243
| | | | 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.
* UbitODE plugin initial commitUbitUmarov2012-02-081-0/+443