From 045aaa838ac0a6e129ff1d8ec65053508df1d51a Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 6 May 2013 13:29:19 -0700 Subject: BulletSim: remove friction calcuation from BSMotor and move linear and angular friction computation into linear and angular movement code. The friction wasn't being applied properly. This will make it so vehicles don't drift as much and the drift is tunable by changing the friction timescales. --- OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs | 1 - 1 file changed, 1 deletion(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs index 3630ca8..8a79809 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorHover.cs @@ -102,7 +102,6 @@ public class BSActorHover : BSActor m_hoverMotor = new BSFMotor("BSActorHover", m_controllingPrim.HoverTau, // timeScale BSMotor.Infinite, // decay time scale - BSMotor.Infinite, // friction timescale 1f // efficiency ); m_hoverMotor.SetTarget(ComputeCurrentHoverHeight()); -- cgit v1.1