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* BulletSim: add avatar code to keep avatars from ending up trapped under the t...Robert Adams2012-08-084-53/+46
* BulletSim: Added avatar capsule scaling for size of avatar.Robert Adams2012-08-074-14/+47
* BulletSim: update SOs and DLLs to run on more Linux versions. Correct multipl...Robert Adams2012-08-062-4/+7
* BulletSim: pass collision subscription information to the C++ code so collisi...Robert Adams2012-08-033-16/+45
* BulletSim: Add AddObjectForce to BulletSim API.Robert Adams2012-08-033-20/+38
* BulletSim: Debugging log statements added. Reduced size of updata buffer tryi...Robert Adams2012-08-022-6/+27
* Create the ability for physics modules to request assets on demand byMelanie2012-08-011-0/+5
* BulletSim: fix problem where resizing a primary shape (cube or sphere) would ...Robert Adams2012-07-312-5/+3
* BulletSim: change boolean parameters in the shape data from int's to float's ...Robert Adams2012-07-312-7/+11
* BulletSim: add parameters and API calls for setting ERP and CFM.Robert Adams2012-07-316-29/+164
* Remove the LandGeom checks in OdeScene - these are pointless since LandGeom i...Justin Clark-Casey (justincc)2012-07-271-4/+2
* BulletSim: fix a recursive loop when fetching the mass of the root of a linkset.Robert Adams2012-07-262-4/+4
* BulletSim: refactor all the linkset logic out of the prim classRobert Adams2012-07-264-235/+409
* Add check so Ode does not try to simulate after it has been Dispose()'ed. Fix...Robert Adams2012-07-261-0/+9
* BulletSim: remove unused, commented out code in BSConstraintRobert Adams2012-07-251-8/+0
* BulletSim: fix line endings in newly added files (Is it DOS or is it UNIX? On...Robert Adams2012-07-252-301/+301
* BulletSim: add parameters for setting linkset constraint factorsRobert Adams2012-07-252-17/+32
* BulletSim: small change to use the pointer to the bullet object for zeroing f...Robert Adams2012-07-251-6/+5
* BulletSim: Redo parameter specification so only one place hasRobert Adams2012-07-251-248/+378
* BulletSim: Add C# classes for storing and tracking constraints.Robert Adams2012-07-252-0/+301
* BulletSim: Move constraint tracking from C++ code to C# codeRobert Adams2012-07-252-18/+83
* BulletSim: change how prim mass is saved so it is always calculated but zero ...Robert Adams2012-07-231-20/+23
* BulletSim: small optimizations for link and unlink codeRobert Adams2012-07-231-12/+8
* BulletSim: add Dispose() code to free up resources and close log files.Robert Adams2012-07-231-0/+21
* BulletSim: add all the new functions to BulletSimAPI.Robert Adams2012-07-232-6/+139
* BulletSim: improve linking to add each link individually rather than rebuildi...Robert Adams2012-07-231-60/+76
* BulletSim: add reference to OpenSim.Region.CoreModules in BSScene.cs attempti...Robert Adams2012-07-201-1/+2
* BulletSim: more detail logging for vehicle and general physics debugging.Robert Adams2012-07-204-75/+244
* BulletSim: fix compile errors from last commit. Clean up passing of physics s...Robert Adams2012-07-202-15/+14
* BulletSim: Add very detailed logging to BSDynamics for vehicle debuggingRobert Adams2012-07-203-45/+146
* BulletSim: Add PID variables to physical scene. Not PIDing yet, but soon.Robert Adams2012-07-203-101/+97
* BulletSim: Add detailed and voluminous debug logging that is enabledRobert Adams2012-07-202-40/+65
* update PrimMesher.cs to dll version r72 which fixes some path errors in slice...dahlia2012-07-131-143/+183
* Clean up collision reporting code so they are properly passed toRobert Adams2012-07-064-58/+107
* Remove some mono compiler warningsJustin Clark-Casey (justincc)2012-06-301-2/+3
* Move update of the final optional ODE total frame stat inside the OdeLock rat...Justin Clark-Casey (justincc)2012-06-291-3/+3
* refactor: rename _collisionEventPrim to m_collisionEventActors and _collision...Justin Clark-Casey (justincc)2012-06-291-12/+12
* Fix a regression where we stopped removing avatars from collision event repor...Justin Clark-Casey (justincc)2012-06-291-1/+1
* Add optional total avatars, total prims and active prims stats to ODE plugin.Justin Clark-Casey (justincc)2012-06-011-0/+21
* If OdeScene.Near() returns no collision contacts, then exit as early as possi...Justin Clark-Casey (justincc)2012-06-011-0/+4
* Add optional stat for the other collision time per frame not spent in ODE nat...Justin Clark-Casey (justincc)2012-06-011-1/+16
* Add avatar forces calculation, prim force and raycasting per frame millisecon...Justin Clark-Casey (justincc)2012-06-011-7/+46
* Collection optional avatar and prim taint frame millisecond timesJustin Clark-Casey (justincc)2012-06-011-7/+36
* Remove recent optional native collision frame milliseconds statJustin Clark-Casey (justincc)2012-06-011-13/+1
* Add optional stat that records milliseconds spent notifying collision listene...Justin Clark-Casey (justincc)2012-06-011-0/+14
* Add avatar and prim update milliseconds per frame optional statsJustin Clark-Casey (justincc)2012-06-011-7/+31
* Add option native step frame ms statJustin Clark-Casey (justincc)2012-06-011-9/+21
* Add total ODE frame time optional stat, as a sanity check on the main scene p...Justin Clark-Casey (justincc)2012-06-011-7/+21
* Break down native ODE collision frame time stat into native space collision a...Justin Clark-Casey (justincc)2012-06-011-4/+22
* Rename new collision stats to 'contacts' - there are/can be multiple contacts...Justin Clark-Casey (justincc)2012-06-011-6/+6