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authorTeravus Ovares2008-02-12 04:27:20 +0000
committerTeravus Ovares2008-02-12 04:27:20 +0000
commit6e01769bcff35be9cace62a0342cf2d275608891 (patch)
tree124df7910fc0f1d31a13e297ced2dd73ce91a292 /OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
parentdefault to appending for log files per Mantis 530, and per (diff)
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* A bunch of updates to make things more smooth.
** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs11
1 files changed, 9 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index f1d8232..1aa141b 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -405,8 +405,15 @@ namespace OpenSim.Region.Physics.OdePlugin
405 // If you interpenetrate a prim with another prim 405 // If you interpenetrate a prim with another prim
406 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) 406 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
407 { 407 {
408 // Don't collide, one or both prim will explode. 408 if (contacts[i].depth >= 0.25f)
409 contacts[i].depth = 0f; 409 {
410 // Don't collide, one or both prim will explode.
411 ((OdePrim)p1).m_taintdisable = true;
412 AddPhysicsActorTaint(p1);
413 ((OdePrim)p2).m_taintdisable = true;
414 AddPhysicsActorTaint(p2);
415 contacts[i].depth = 0f;
416 }
410 } 417 }
411 if (contacts[i].depth >= 1.00f) 418 if (contacts[i].depth >= 1.00f)
412 { 419 {