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author | Robert Adams | 2013-08-14 14:36:13 -0700 |
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committer | Robert Adams | 2013-08-14 14:49:24 -0700 |
commit | e8b1e91a1d4bb3ca65886c367c654a82033f4e03 (patch) | |
tree | bdd2f2d34b4f68f3335925a977a3b3d7e6a1cb86 /OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | |
parent | BulletSim: add physical object initialized flag so updates and collisions (diff) | |
download | opensim-SC-e8b1e91a1d4bb3ca65886c367c654a82033f4e03.zip opensim-SC-e8b1e91a1d4bb3ca65886c367c654a82033f4e03.tar.gz opensim-SC-e8b1e91a1d4bb3ca65886c367c654a82033f4e03.tar.bz2 opensim-SC-e8b1e91a1d4bb3ca65886c367c654a82033f4e03.tar.xz |
BulletSim: include check for volume detect in check for zeroing avatar motion.
Normally, avatar motion is zeroed if colliding with a stationary object so
they don't slide down hills and such. Without volume detect check this also
allowed avatars to stand on volume detect objects and to have some jiggling
when they were in the volume detect object. This commit fixes both.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs index c0589cd..68bc1b9 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | |||
@@ -183,7 +183,7 @@ public class BSActorAvatarMove : BSActor | |||
183 | if (m_controllingPrim.IsColliding) | 183 | if (m_controllingPrim.IsColliding) |
184 | { | 184 | { |
185 | // If we are colliding with a stationary object, presume we're standing and don't move around | 185 | // If we are colliding with a stationary object, presume we're standing and don't move around |
186 | if (!m_controllingPrim.ColliderIsMoving) | 186 | if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect) |
187 | { | 187 | { |
188 | m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID); | 188 | m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID); |
189 | m_controllingPrim.IsStationary = true; | 189 | m_controllingPrim.IsStationary = true; |