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author | Justin Clark-Casey (justincc) | 2014-05-30 22:04:59 +0100 |
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committer | Justin Clark-Casey (justincc) | 2014-05-30 22:12:23 +0100 |
commit | a755c57b440f153df8cb50674260f31e5b26c172 (patch) | |
tree | de7ffbf859d6862c7e8ec9e073327961a3cfeaf5 /ThirdPartyLicenses/DotNetZip-zlib.txt | |
parent | Add a 0 parameter overload for RestClient.Request() for use when no auth is r... (diff) | |
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Fix issue with BulletSim avatar level flight jitter by commenting out RawVelocity update threshold for now in BSCharacter.UpdateProperties().
For some reason as yet unidentified (feedback?) a threshold above 0.4 here causes the RawVelocity to move between a lower and upper bound rather than remaining constant.
The RawVelocity increased until it triggered the threshold update, at which point it started to decrease until it again triggered the threshhold update.
This delta-v was enough to exceed the checks in ScenePresence.SendTerseUpdateToAllClients() and produce jittery avatar flight because of the fluctuating velocity.
With a threshold of 0.4 (or 0, as with ODE), the RawVelocity remains constant in BulletSim and so avatar flight becomes mostly smooth - remaining occasional glitches appear to be a result of errors in distance extraploation.
There are no obvious problems with commenting out the threshold.
Misterblue, if this is wrong or I've missed some subtlety here, please feel free to revert and/or correct.
The same considerations may or may not apply to object velocity updates.
Diffstat (limited to 'ThirdPartyLicenses/DotNetZip-zlib.txt')
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