From 32a2962b6e82d8c52cf6f6197be63da474184150 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Mon, 28 Nov 2016 00:05:58 +1000 Subject: Try to avoid avatars sinking through terrain. --- config/OpenSimDefaults.ini | 17 +++++++++-------- 1 file changed, 9 insertions(+), 8 deletions(-) (limited to 'config') 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 @@ ; For mesh terrain, the detail of the created mesh. '1' gives 256x256 (heightfield ; resolution). '2' gives 512x512. Etc. Cannot be larger than '4'. Higher ; magnifications use lots of memory. - TerrainMeshMagnification = 2 + TerrainMeshMagnification = 3 ; Should avatars collide with each other? AvatarToAvatarCollisionsByDefault = true @@ -940,13 +940,14 @@ ; Avatar walk-up-stairs parameters ; If an avatar collides with an object 'close to its feet', the avatar will be ; moved/pushed up do simulate stepping up. - ;AvatarStepHeight = 0.6f ; The height, below which is considered a step collision. - ;AvatarStepAngle = 0.3f ; The angle from vertical (in radians) to consider a surface a step - ;AvatarStepApproachFactor = 2f ; Approach angle factor. O=straight on, .6=~45 degrees. - ;AvatarStepGroundFudge = 0.1f ; Fudge added to bottom of avatar below which step collisions happen - ;AvatarStepForceFactor = 0f ; Avatar is pushed up by its mass times this factor - ;AvatarStepUpCorrectionFactor = 0.8f ; Avatar is displaced up the collision height times this factor - ;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied +; Has trouble with the lighthouse stairs, but all others work fine, can even climb over some fences. Which is odd. + AvatarStepHeight = 0.6 ; The height, below which is considered a step collision. + AvatarStepAngle = 0.3 ; The angle from vertical (in radians) to consider a surface a step + AvatarStepApproachFactor = 2 ; Approach angle factor. O=straight on, .6=~45 degrees. + AvatarStepGroundFudge = 0.1 ; Fudge added to bottom of avatar below which step collisions happen + AvatarStepForceFactor = 0 ; Avatar is pushed up by its mass times this factor + AvatarStepUpCorrectionFactor = 1.1 ; Avatar is displaced up the collision height times this factor + AvatarStepSmoothingSteps = 3 ; Number of frames after a step collision that up correction is applied ; Terminal velocity of a falling avatar ; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples -- cgit v1.1