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2013-01-26bug fix: crash when too many collisions on a ode stepUbitUmarov1-36/+40
2013-01-23Fix a type (Suports => Supports). Also put the normal terrain collision checkMelanie1-1/+1
into the physics check patch for now since physics doesn't properly return land for some reason (as tested by Nebadon)
2013-01-13 prevent potencial invalid refsUbitUmarov2-170/+53
2013-01-08* DAnger, TEST * change camera plane collision detection. Still bounces onUbitUmarov1-12/+29
* prim edges due to camera lag
2013-01-07 also exclude landUbitUmarov1-3/+3
2013-01-07exclude avatars from unfiltered RaycastWorldUbitUmarov1-3/+3
2013-01-06don't try to read geom positions outside main ode thread :(UbitUmarov1-10/+11
2013-01-03bug fix, cleanup...UbitUmarov3-38/+34
2013-01-02i try to fix avatar orientation in some cases..UbitUmarov1-2/+2
2013-01-02 add a lock to CollisionEventsThisFrameUbitUmarov1-20/+29
2013-01-02*TEST* avatar unscripted sit. Some guessing/automationUbitUmarov4-328/+782
2012-12-18 missing fileUbitUmarov1-4/+3
2012-12-18fixUbitUmarov2-7/+26
2012-12-17 some clean up/fixUbitUmarov1-1/+1
2012-12-17* TEST * unscripted sitUbitUmarov2-2/+196
2012-12-11make ubitODE ignore X and Y rotation components on avatar rotationsUbitUmarov1-14/+37
2012-12-11 changes on the fast speed avatars collider, collisions from above, etcUbitUmarov1-62/+64
2012-12-11 fix let other phys plugins work.. broken when added feetOffsetUbitUmarov2-5/+6
2012-12-11 missing files remove some warnings...UbitUmarov3-4/+3
2012-12-11 a few more changes on avatar colliderUbitUmarov2-299/+363
2012-12-07 create a new ode character also with the new informationUbitUmarov2-3/+4
2012-12-07*TEST* Use new avatar size in ubitODE.UbitUmarov2-4/+45
2012-12-05avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2-101/+72
avatar collider, just rounding the boxes, etc
2012-12-04move characters (avatars) to own collision space, also fixing a problemUbitUmarov3-14/+47
with previus code that was still assuming the avatar is g2
2012-12-04raise standing avatar a bit to reduce knees bending on some collisions.UbitUmarov1-4/+4
reduce head size a bit
2012-12-03*TEST* diferent avatar colliderUbitUmarov2-101/+337
2012-12-03adjust avatar standing Z positionUbitUmarov1-5/+11
2012-11-24don't zero constant force and torque in selectionUbitUmarov1-6/+6
2012-11-02 add debug position on bad primmesh errorUbitUmarov1-2/+2
2012-10-28 revert last changeUbitUmarov1-2/+1
2012-10-28 fix ode timingUbitUmarov1-1/+2
2012-10-28minor changeUbitUmarov1-0/+1
2012-10-28test limit ode exec time by time not number of loops doneUbitUmarov1-8/+13
2012-10-20 bug fixUbitUmarov2-1/+3
2012-10-19UbitOde stop doing a copy of the asset data using just the reference toUbitUmarov1-2/+3
it. It costs a lot of cpu and doesn't seem all that usefull.
2012-10-16 fixesUbitUmarov3-67/+82
2012-10-13 missing fileUbitUmarov1-0/+2
2012-10-12[TEST] disk cache meshsUbitUmarov1-2/+2
2012-10-12commit the right files!UbitUmarov2-5737/+4763
2012-10-12 remove some more debug spam on odeUbitUmarov2-4766/+5735
2012-10-10 add some quaternion normalizations to keep errors under controlUbitUmarov1-0/+3
2012-10-10debugUbitUmarov1-0/+6
2012-10-09fix debug :)UbitUmarov1-1/+1
2012-10-09debug...UbitUmarov1-0/+5
2012-10-09debug...UbitUmarov1-2/+5
2012-10-09avoid crashing so debug is seenUbitUmarov1-0/+1
2012-10-09 another debug msgUbitUmarov1-0/+22
2012-10-09 force allocation of mesh data on creation ( messy code version )UbitUmarov2-2/+1
2012-10-09temporary debug codeUbitUmarov1-0/+19
2012-10-09 fire a extra terseupdate when stopping (like in loosing physics). In someUbitUmarov1-0/+3
cases things seem not to stop