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authorTeravus Ovares2008-10-18 16:20:02 +0000
committerTeravus Ovares2008-10-18 16:20:02 +0000
commit11fd935038babe516522c837f5d9b9f7d913bf09 (patch)
treeefdbe5665002e429b5e383cc3f3de9697f16fe58
parentPrevent a null root part from stopping objects from being persisted, also (diff)
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* Changed the dupe collision depth limiter to be slightly more restrictive. (less chance for a dupe)
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 0cbcb6b..04d2ea9 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -860,11 +860,11 @@ namespace OpenSim.Region.Physics.OdePlugin
860 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom) 860 if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
861 { 861 {
862 862
863 if (Math.Abs(contact.depth - contactGeom.depth) < 0.072f) 863 if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
864 { 864 {
865 //contactGeom.depth *= .00005f; 865 //contactGeom.depth *= .00005f;
866 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth)); 866 //m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
867 //m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z)); 867 // m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
868 result = true; 868 result = true;
869 break; 869 break;
870 } 870 }