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authorDavid Walter Seikel2016-11-28 00:05:58 +1000
committerDavid Walter Seikel2016-11-28 00:05:58 +1000
commit32a2962b6e82d8c52cf6f6197be63da474184150 (patch)
treed1b07c6249c9a1f961433007152199b5f3628922 /config/OpenSimDefaults.ini
parentTwiddle avatar baking settings. (diff)
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Try to avoid avatars sinking through terrain.
Diffstat (limited to '')
-rw-r--r--config/OpenSimDefaults.ini17
1 files changed, 9 insertions, 8 deletions
diff --git a/config/OpenSimDefaults.ini b/config/OpenSimDefaults.ini
index 5000172..8a0d373 100644
--- a/config/OpenSimDefaults.ini
+++ b/config/OpenSimDefaults.ini
@@ -926,7 +926,7 @@
926 ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield 926 ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield
927 ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher 927 ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher
928 ; magnifications use lots of memory. 928 ; magnifications use lots of memory.
929 TerrainMeshMagnification = 2 929 TerrainMeshMagnification = 3
930 930
931 ; Should avatars collide with each other? 931 ; Should avatars collide with each other?
932 AvatarToAvatarCollisionsByDefault = true 932 AvatarToAvatarCollisionsByDefault = true
@@ -940,13 +940,14 @@
940 ; Avatar walk-up-stairs parameters 940 ; Avatar walk-up-stairs parameters
941 ; If an avatar collides with an object 'close to its feet', the avatar will be 941 ; If an avatar collides with an object 'close to its feet', the avatar will be
942 ; moved/pushed up do simulate stepping up. 942 ; moved/pushed up do simulate stepping up.
943 ;AvatarStepHeight = 0.6f ; The height, below which is considered a step collision. 943; Has trouble with the lighthouse stairs, but all others work fine, can even climb over some fences. Which is odd.
944 ;AvatarStepAngle = 0.3f ; The angle from vertical (in radians) to consider a surface a step 944 AvatarStepHeight = 0.6 ; The height, below which is considered a step collision.
945 ;AvatarStepApproachFactor = 2f ; Approach angle factor. O=straight on, .6=~45 degrees. 945 AvatarStepAngle = 0.3 ; The angle from vertical (in radians) to consider a surface a step
946 ;AvatarStepGroundFudge = 0.1f ; Fudge added to bottom of avatar below which step collisions happen 946 AvatarStepApproachFactor = 2 ; Approach angle factor. O=straight on, .6=~45 degrees.
947 ;AvatarStepForceFactor = 0f ; Avatar is pushed up by its mass times this factor 947 AvatarStepGroundFudge = 0.1 ; Fudge added to bottom of avatar below which step collisions happen
948 ;AvatarStepUpCorrectionFactor = 0.8f ; Avatar is displaced up the collision height times this factor 948 AvatarStepForceFactor = 0 ; Avatar is pushed up by its mass times this factor
949 ;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied 949 AvatarStepUpCorrectionFactor = 1.1 ; Avatar is displaced up the collision height times this factor
950 AvatarStepSmoothingSteps = 3 ; Number of frames after a step collision that up correction is applied
950 951
951 ; Terminal velocity of a falling avatar 952 ; Terminal velocity of a falling avatar
952 ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples 953 ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples