aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics (unfollow)
Commit message (Collapse)AuthorFilesLines
2012-05-28 fix avatars collisions on sim crossings and other few cases where ↵UbitUmarov1-2/+1
freemove() is called
2012-05-28a bit cleaner code (?) on sculpts/meshs meshing checkingUbitUmarov1-7/+6
2012-05-28 let meshs work indenpendently of mesh_sculpted_prim config optionUbitUmarov1-29/+25
2012-05-28revert making sculpts phanton if sculpt meshing option is offUbitUmarov1-2/+0
2012-05-27Let OOB information usable outside ubitodeUbitUmarov3-29/+33
2012-05-21 also don't collide sculps or meshs if meshing is OFFUbitUmarov1-0/+2
2012-05-21 try to let avas climb higher steps. Will only work in some cases, may have ↵UbitUmarov2-9/+75
bad effects, so needs some more testing
2012-05-20minor changesUbitUmarov3-32/+24
2012-05-19 reduce useless waste of cpu. Make character collision events be done ↵UbitUmarov3-125/+145
similiar to parts. Let same thread do it all ( like in parts ) ( to change this some structs copies must be added)
2012-05-19 fix character IsPhysicalUbitUmarov1-1/+1
2012-05-19add colliders relative velocity projected in collision direction to ↵UbitUmarov3-1/+13
collisions report information.
2012-05-18refactor: move EventQueueGet path generation into common method. Rename ↵Justin Clark-Casey (justincc)1-1/+1
some local variables in line with code conventions. Add commented out EQG log lines for future use.
2012-05-17Don't eagerly clear frame collision events when physics actors subscribe and ↵Justin Clark-Casey (justincc)1-2/+8
unsubscribe from collisions, in order to avoid a race condition. Since this is done directly from ScenePresence, it can lead to a race condition with the simulator loop. There's no real point doing it anyway since the clear will be done very shortly afterwards by the simulate loop and either there are no events (for a new avatar) or events don't matter (for a departing avatar). This matches existing behaviour in OdePrim
2012-05-15ubitODE: if stopped having collisions do report zero colisions once, so ↵UbitUmarov2-9/+43
collision_end event can be triggered. Changed reports rate to the requested rate and not full ode rate.
2012-05-15ubitODE: fix not reporting land collisions on same cases.UbitUmarov1-2/+25
2012-05-13ubitODE fix force in case of mlinear motor offset presentUbitUmarov1-4/+5
2012-05-12ubitODE let vehicles responde faster to changes of some parameters like ↵UbitUmarov1-12/+13
motors decay times
2012-05-12 ubitODE reduced again a bit the max allowed correction velocity on ↵UbitUmarov1-1/+1
colisions, to reduce a bit bouncing inerent to colisions.
2012-05-12ubitODE: trial workaround for avatar colisionsUbitUmarov1-6/+49
2012-05-11 revert terminal vel reduction. It helped but not efectiveUbitUmarov1-2/+2
2012-05-10reduce avatars terminal velocity to less than 30m/s or colisions with basic ↵UbitUmarov2-6/+9
boxs fail badly. (ode lib problem. chode just may support a bit higher velocity due to the use of tilt).
2012-05-10ubitode: changes to vehicles servosUbitUmarov1-100/+154
2012-05-07 minor change to linear motor decayUbitUmarov1-11/+17
2012-05-05UbitODE: reduced the diference btw dinamic and static friction, making ↵UbitUmarov1-17/+17
dinamic larger more identical to static.
2012-05-05ubitODE prims: - moved outbounds checking back to ↵UbitUmarov1-4/+91
UpdatePositionAndVelocity() from move() so it's done at end of each ode step and when it reports positions to core. There should be no need to check in both places. - Addforce() and AddAngularForce now apply a force if parameter pushforce is true or apply a impulse if false as it's actually needed (the prims grab case should be a force)
2012-05-05 force lower avatar density for testingUbitUmarov1-0/+4
2012-05-04 UbitODE: leave avatar 'freemove' state (entered on setmomentum) on any ↵UbitUmarov1-2/+4
significant change like new 'velocity' or new position, etc, requests
2012-05-02 Improved sitted avatars crossings ( plus tests on vehicles)UbitUmarov1-5/+6
2012-04-29ubitODE fix applyROtationImpulse, let vehicle hover be relative to root ↵UbitUmarov2-15/+32
prim and not center of mass ( as SL docs said) updated some flags to current ones
2012-04-29ubitode fix inertia for same cases. Added a nasty lock on llGetCenterOfMass ↵UbitUmarov2-97/+91
and simulate
2012-04-28fix llGetCenterOfMass ( checked with ubitODE only)UbitUmarov1-5/+30
2012-04-27Oooops don't hover underground but do hoverUbitUmarov1-26/+27
2012-04-27reorder priority of vehicle hover flagsUbitUmarov1-109/+114
2012-04-27testUbitUmarov1-1/+7
2012-04-27testUbitUmarov1-2/+2
2012-04-27itestUbitUmarov1-2/+1
2012-04-27testUbitUmarov1-13/+11
2012-04-27testingUbitUmarov1-1/+1
2012-04-27testing....UbitUmarov1-41/+78
2012-04-27ubitODE fix don't report colisions with a volume detector ( only report to it )UbitUmarov1-12/+16
2012-04-27testingUbitUmarov1-1/+1
2012-04-27testingUbitUmarov1-58/+71
2012-04-27testingUbitUmarov1-1/+1
2012-04-27testingUbitUmarov1-0/+6
2012-04-27TESTINGUbitUmarov1-0/+1
2012-04-24 fix chODE loosing some part positions when doing isPhysical falseUbitUmarov2-11/+42
2012-04-24Restore _parent_scene.actor_name_map[prim_geom] = this; accidentally removed ↵Justin Clark-Casey (justincc)1-0/+1
from ODEPrim.SetGeom. This occurred in 7a574be3fd from Sat 21 Apr 2012. This should fix collision detection. Mnay thanks to tglion for the spot and the fix in http://opensimulator.org/mantis/view.php?id=5988
2012-04-24 let objects/avas push avasUbitUmarov1-2/+1
2012-04-23ubitODE - do own timing control (as chODE does) until heartbeat does it rightUbitUmarov2-21/+34
2012-04-23ubitODE - several changes...UbitUmarov3-431/+379