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* revert last changeUbitUmarov2012-10-281-2/+1
* fix ode timingUbitUmarov2012-10-281-1/+2
* minor changeUbitUmarov2012-10-281-0/+1
* test limit ode exec time by time not number of loops doneUbitUmarov2012-10-281-8/+13
* more debugUbitUmarov2012-10-281-0/+2
* remove pre physics build testingUbitUmarov2012-10-281-1/+1
* Add some extra debug on scene closeUbitUmarov2012-10-281-1/+9
* bug fixUbitUmarov2012-10-202-1/+3
* UbitOde stop doing a copy of the asset data using just the reference toUbitUmarov2012-10-191-2/+3
* [UNTESTED] core Ode: let broken mesh physical prims collide with land asUbitUmarov2012-10-191-6/+11
* [UNTESTED] core Ode: stop trying to load a broken asset. Make brokenUbitUmarov2012-10-191-21/+97
* extend coment to include all unused SOG CheckSculptAndLoad()UbitUmarov2012-10-181-3/+4
* coment a debug warningUbitUmarov2012-10-161-1/+1
* fixesUbitUmarov2012-10-163-67/+82
* missing fileUbitUmarov2012-10-131-0/+2
* add mesh cache expire on region startup. Expires will be relative toUbitUmarov2012-10-134-3/+88
* retouch mesh idsUbitUmarov2012-10-132-11/+21
* missing file (again)UbitUmarov2012-10-131-4/+8
* longer meshs identification keys, so first part on disk cache is it's asset idUbitUmarov2012-10-131-1/+3
* missing fileUbitUmarov2012-10-121-0/+6
* [TEST] disk cache meshsUbitUmarov2012-10-123-282/+532
* commit the right files!UbitUmarov2012-10-122-5737/+4763
* remove some more debug spam on odeUbitUmarov2012-10-122-4766/+5735
* normalize quaternion.Slerp outputsUbitUmarov2012-10-102-0/+2
* add some quaternion normalizations to keep errors under controlUbitUmarov2012-10-101-0/+3
* debugUbitUmarov2012-10-101-0/+6
* fix debug :)UbitUmarov2012-10-091-1/+1
* debug...UbitUmarov2012-10-091-0/+5
* debug...UbitUmarov2012-10-091-2/+5
* avoid crashing so debug is seenUbitUmarov2012-10-091-0/+1
* another debug msgUbitUmarov2012-10-091-0/+22
* force allocation of mesh data on creation ( messy code version )UbitUmarov2012-10-099-12/+45
* temporary debug codeUbitUmarov2012-10-091-0/+19
* fire a extra terseupdate when stopping (like in loosing physics). In someUbitUmarov2012-10-091-0/+3
* Change ray to land colision range limitation so it has no impact on otherUbitUmarov2012-10-091-6/+8
* move terrain geom to own ode space. Limit range on raycast if includesUbitUmarov2012-10-094-83/+229
* a few changes/fix (?)UbitUmarov2012-10-074-117/+112
* bug fix + make costs visible for testingUbitUmarov2012-10-074-41/+85
* refix so we can compile it, loosing alpha scultps fix on core meshmerizerUbitUmarov2012-10-071-0/+11
* fix wrong file commitedUbitUmarov2012-10-071-10/+0
* Merge branch 'avination' into ubitworkUbitUmarov2012-10-071-24/+7
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| * comment out a spam coment on core MeshmerizerUbitUmarov2012-10-071-26/+4
* | i update core ode plugin and make it load is meshs (i hope)UbitUmarov2012-10-073-24/+118
* | [DANGER UNTESTED] ODE mesh assets. Other plugins will not do meshs/sculptsUbitUmarov2012-10-077-1052/+632
* | Merge branch 'avination' into ubitworkUbitUmarov2012-10-053-32/+50
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| * Fix threading in remote asset connectorMelanie2012-10-051-16/+21
| * Allow default animation to be stopped to be replaced with another one.Melanie2012-10-042-16/+29
* | make sure a buffer is closed, and changed a misleading log msgUbitUmarov2012-10-051-8/+20
* | more changes and more non active codeUbitUmarov2012-10-044-29/+144
* | apply cmic fix to multi layer wearablesUbitUmarov2012-10-041-1/+1