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author | Sean Dague | 2007-09-12 10:56:04 +0000 |
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committer | Sean Dague | 2007-09-12 10:56:04 +0000 |
commit | 26eebf6b3274f5cf2ec7b76bc300edcdfdba1423 (patch) | |
tree | 18717e75306eeda069b26c4ea7395f1cc84770c8 /OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | |
parent | add timestamps to log messages. This probably needs to all be cleaned up (diff) | |
download | opensim-SC-26eebf6b3274f5cf2ec7b76bc300edcdfdba1423.zip opensim-SC-26eebf6b3274f5cf2ec7b76bc300edcdfdba1423.tar.gz opensim-SC-26eebf6b3274f5cf2ec7b76bc300edcdfdba1423.tar.bz2 opensim-SC-26eebf6b3274f5cf2ec7b76bc300edcdfdba1423.tar.xz |
I think 1.0f makes a better offset than 1.2f for basic physics (less floating,
not too much crouching). I think that we'll have to rethink what the
terrain resolution is down the road, as we don't really have enough sample
data to actually get people placed right on the land.
Diffstat (limited to 'OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs')
-rw-r--r-- | OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs index 2668acc..31861b4 100644 --- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs +++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs | |||
@@ -124,7 +124,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin | |||
124 | actor.Position.X = 255.9F; | 124 | actor.Position.X = 255.9F; |
125 | } | 125 | } |
126 | 126 | ||
127 | float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f; | 127 | float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.0f; |
128 | if (actor.Flying) | 128 | if (actor.Flying) |
129 | { | 129 | { |
130 | if (actor.Position.Z + (actor.Velocity.Z * timeStep) < _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2) | 130 | if (actor.Position.Z + (actor.Velocity.Z * timeStep) < _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2) |