aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
diff options
context:
space:
mode:
authorRobert Adams2012-12-17 13:22:04 -0800
committerRobert Adams2012-12-17 13:22:04 -0800
commit11532a4390ce3054f5a6798b4bf8dcf39d002e77 (patch)
tree020311696b99bf9d4f143397efc4fadf039075e8 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
parentBulletSim: fix vehicles being shot in the air at border crossings because of ... (diff)
downloadopensim-SC-11532a4390ce3054f5a6798b4bf8dcf39d002e77.zip
opensim-SC-11532a4390ce3054f5a6798b4bf8dcf39d002e77.tar.gz
opensim-SC-11532a4390ce3054f5a6798b4bf8dcf39d002e77.tar.bz2
opensim-SC-11532a4390ce3054f5a6798b4bf8dcf39d002e77.tar.xz
BulletSim: fix vehicles going underground when unsat. Problem was that, when doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSScene.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
index 7b44574..ebaf97e 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs
@@ -1240,7 +1240,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters
1240 (s) => { return s.m_params[0].vehicleAngularDamping; }, 1240 (s) => { return s.m_params[0].vehicleAngularDamping; },
1241 (s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ), 1241 (s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ),
1242 new ParameterDefn("VehicleScaleAngularVelocityByTimestep", "If true, scale angular turning by timestep", 1242 new ParameterDefn("VehicleScaleAngularVelocityByTimestep", "If true, scale angular turning by timestep",
1243 ConfigurationParameters.numericFalse, 1243 ConfigurationParameters.numericTrue,
1244 (s,cf,p,v) => { s.VehicleScaleAngularVelocityByTimestep = cf.GetBoolean(p, s.BoolNumeric(v)); }, 1244 (s,cf,p,v) => { s.VehicleScaleAngularVelocityByTimestep = cf.GetBoolean(p, s.BoolNumeric(v)); },
1245 (s) => { return s.NumericBool(s.VehicleScaleAngularVelocityByTimestep); }, 1245 (s) => { return s.NumericBool(s.VehicleScaleAngularVelocityByTimestep); },
1246 (s,p,l,v) => { s.VehicleScaleAngularVelocityByTimestep = s.BoolNumeric(v); } ), 1246 (s,p,l,v) => { s.VehicleScaleAngularVelocityByTimestep = s.BoolNumeric(v); } ),