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9870d7e4e787ca64011ef817ea2ab40310f4cf26
opensim
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UbitOdePlugin
History
UbitUmarov
9870d7e4e7
ubitODE fix force in case of mlinear motor offset present
2012-05-13 01:28:20 +01:00
..
AssemblyInfo.cs
UbitODE plugin initial commit
2012-02-08 15:24:10 +00:00
OdeApi.cs
ubitODE + physmanager: - Revised use of ODE collisions categories and bits(flags) for better use as filters together with top spaces (for example physical prims are on topactivespace and not physical are on topstaticspace) - Added new world raycast with filters. This blocks calling thread with a timeout of 500ms waiting for heartbeat ode thread signal job done. - Don't let ode bodies being disabled for 2 long except for vehicles. This is necessary to detect when the object is at rest at top of other and that is removed. Assume that vehicles can be enabled by used action.
2012-04-16 16:16:55 +01:00
ODECharacter.cs
revert terminal vel reduction. It helped but not efective
2012-05-11 15:53:31 +01:00
ODEDynamics.cs
ubitODE fix force in case of mlinear motor offset present
2012-05-13 01:28:20 +01:00
OdePlugin.cs
let chode and ubitode find ode.dll on windows
2012-03-09 04:19:39 +00:00
ODEPrim.cs
ubitODE prims: - moved outbounds checking back to 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 10:40:03 +01:00
ODERayCastRequestManager.cs
ubitODE: - fix remove characters from default raycasts filters as older code (or camera is very odd) - Slow down avatar if velocity is higher than 50m/s as in chODE
2012-04-16 19:44:02 +01:00
OdeScene.cs
ubitODE reduced again a bit the max allowed correction velocity on colisions, to reduce a bit bouncing inerent to colisions.
2012-05-12 13:44:47 +01:00