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path: root/OpenSim/Region/Physics/UbitOdePlugin (follow)
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* bug fix, cleanup...UbitUmarov2013-01-033-38/+34
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* i try to fix avatar orientation in some cases..UbitUmarov2013-01-021-2/+2
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* add a lock to CollisionEventsThisFrameUbitUmarov2013-01-021-20/+29
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* *TEST* avatar unscripted sit. Some guessing/automationUbitUmarov2013-01-024-328/+782
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* missing fileUbitUmarov2012-12-181-4/+3
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* fixUbitUmarov2012-12-182-7/+26
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* some clean up/fixUbitUmarov2012-12-171-1/+1
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* * TEST * unscripted sitUbitUmarov2012-12-172-2/+196
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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 feetOffsetUbitUmarov2012-12-112-5/+6
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* missing files remove some warnings...UbitUmarov2012-12-113-4/+3
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* a few more changes on avatar colliderUbitUmarov2012-12-112-299/+363
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* create a new ode character also with the new informationUbitUmarov2012-12-072-3/+4
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* *TEST* Use new avatar size in ubitODE.UbitUmarov2012-12-072-4/+45
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* avatar collision plane send to viewer is only relative to feet. changeUbitUmarov2012-12-052-101/+72
| | | | avatar collider, just rounding the boxes, etc
* move characters (avatars) to own collision space, also fixing a problemUbitUmarov2012-12-043-14/+47
| | | | 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
* Merge branch 'avination' into ubitworkMelanie2012-12-032-102/+344
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| * *TEST* diferent avatar colliderUbitUmarov2012-12-032-101/+337
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| * adjust avatar standing Z positionUbitUmarov2012-12-031-5/+11
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* | don't zero constant force and torque in selectionUbitUmarov2012-11-241-6/+6
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* add debug position on bad primmesh errorUbitUmarov2012-11-021-2/+2
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* revert last changeUbitUmarov2012-10-281-2/+1
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* fix ode timingUbitUmarov2012-10-281-1/+2
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* minor changeUbitUmarov2012-10-281-0/+1
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* test limit ode exec time by time not number of loops doneUbitUmarov2012-10-281-8/+13
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* bug fixUbitUmarov2012-10-202-1/+3
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* UbitOde stop doing a copy of the asset data using just the reference toUbitUmarov2012-10-191-2/+3
| | | | it. It costs a lot of cpu and doesn't seem all that usefull.
* fixesUbitUmarov2012-10-163-67/+82
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* missing fileUbitUmarov2012-10-131-0/+2
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* [TEST] disk cache meshsUbitUmarov2012-10-121-2/+2
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* commit the right files!UbitUmarov2012-10-122-5737/+4763
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* remove some more debug spam on odeUbitUmarov2012-10-122-4766/+5735
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* add some quaternion normalizations to keep errors under controlUbitUmarov2012-10-101-0/+3
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* debugUbitUmarov2012-10-101-0/+6
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* fix debug :)UbitUmarov2012-10-091-1/+1
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* debug...UbitUmarov2012-10-091-0/+5
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* debug...UbitUmarov2012-10-091-2/+5
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* avoid crashing so debug is seenUbitUmarov2012-10-091-0/+1
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* another debug msgUbitUmarov2012-10-091-0/+22
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* force allocation of mesh data on creation ( messy code version )UbitUmarov2012-10-092-2/+1
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* temporary debug codeUbitUmarov2012-10-091-0/+19
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* fire a extra terseupdate when stopping (like in loosing physics). In someUbitUmarov2012-10-091-0/+3
| | | | cases things seem not to stop
* 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 includesUbitUmarov2012-10-093-83/+226
| | | | | | 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]
* a few changes/fix (?)UbitUmarov2012-10-073-108/+103
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* bug fix + make costs visible for testingUbitUmarov2012-10-072-37/+59
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* [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculptsUbitUmarov2012-10-074-972/+606
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* more changes and more non active codeUbitUmarov2012-10-043-25/+138
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