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author | Teravus Ovares | 2007-12-30 06:18:17 +0000 |
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committer | Teravus Ovares | 2007-12-30 06:18:17 +0000 |
commit | 32438ab1b9a5c270e0a4a2d708f8c7730dc7e617 (patch) | |
tree | 21595ce38d7a9474c1b3f3eb71c8d50a2763039a /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |
parent | * Applied Melanie's same instance IM fix. This will make IMs work within the... (diff) | |
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* This update rolls back the packetpool and LibSL changes. Please retest and then patch these changes back in. Currently it's not quite ready for 0.5. The down side to this action, is that we loose some performance to the garbage collector for now. Given that the target date for 0.5 is *Two days* from now, I'm taking the initiative to work towards a real stable version.
* This update also fixes scripting and some weird physics reactions
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 006d829..f8ab8e7 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | |||
@@ -300,11 +300,11 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
300 | { | 300 | { |
301 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) | 301 | if (p2.PhysicsActorType == (int) ActorTypes.Agent) |
302 | { | 302 | { |
303 | p2.CollidingObj = true; | 303 | //p2.CollidingObj = true; |
304 | //contacts[i].depth = 0.003f; | 304 | //contacts[i].depth = 0.003f; |
305 | p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); | 305 | //p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); |
306 | OdeCharacter character = (OdeCharacter) p2; | 306 | //OdeCharacter character = (OdeCharacter) p2; |
307 | character.SetPidStatus(true); | 307 | //character.SetPidStatus(true); |
308 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); | 308 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p1.Size.X / 2), contacts[i].pos.Y + (p1.Size.Y / 2), contacts[i].pos.Z + (p1.Size.Z / 2)); |
309 | 309 | ||
310 | } | 310 | } |
@@ -316,12 +316,12 @@ namespace OpenSim.Region.Physics.OdePlugin | |||
316 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) | 316 | if (p1.PhysicsActorType == (int) ActorTypes.Agent) |
317 | { | 317 | { |
318 | 318 | ||
319 | p1.CollidingObj = true; | 319 | //p1.CollidingObj = true; |
320 | //contacts[i].depth = 0.003f; | 320 | //contacts[i].depth = 0.003f; |
321 | p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); | 321 | //p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); |
322 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); | 322 | //contacts[i].pos = new d.Vector3(contacts[i].pos.X + (p2.Size.X / 2), contacts[i].pos.Y + (p2.Size.Y / 2), contacts[i].pos.Z + (p2.Size.Z / 2)); |
323 | OdeCharacter character = (OdeCharacter)p1; | 323 | //OdeCharacter character = (OdeCharacter)p1; |
324 | character.SetPidStatus(true); | 324 | //character.SetPidStatus(true); |
325 | } | 325 | } |
326 | else | 326 | else |
327 | { | 327 | { |