From 61ff79587bea373278771f9529b582db2e05afdd Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 15 Jan 2013 12:57:12 -0800 Subject: BulletSim: add debugging messages to know when assets for physical objects have been fetched. Update TODO list with more work. --- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index a5fec87..2e900b3 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -855,7 +855,10 @@ public sealed class BSCharacter : BSPhysObject _rotationalVelocity = entprop.RotationalVelocity; // Do some sanity checking for the avatar. Make sure it's above ground and inbounds. - PositionSanityCheck(true); + if (PositionSanityCheck(true)) + { + entprop.Position = _position; + } // remember the current and last set values LastEntityProperties = CurrentEntityProperties; -- cgit v1.1 From 5d098d8f17fe24d9ad2999ddce819787d02989ce Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Tue, 15 Jan 2013 15:07:38 -0800 Subject: BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP. It was a dumb idea to try and do a nose over feature for jumping cars anyway. Add better logging of native shape creation/reuse so can tell the difference. --- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 2e900b3..87a06c1 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -215,7 +215,7 @@ public sealed class BSCharacter : BSPhysObject // Add special movement force to allow avatars to walk up stepped surfaces. moveForce += WalkUpStairs(); - DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); + // DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce); }); } -- cgit v1.1