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authorDiva Canto2010-12-13 21:35:40 -0800
committerDiva Canto2010-12-13 21:35:40 -0800
commitb41164b620c9de49baee933728807376838123c5 (patch)
treec34ce8bbaf52f47e22d92142bfc375ac5e24dc15 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentIt turns out that the 1/2 sec burst for prims download is not a bug, but a fe... (diff)
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This seems to get rid of the stuck PREJUMP animation, as reported by Justin in -dev. Also in this commit, a slight adjustment to the Velocity of SP -- this makes the avie walking feel less jerky for me. Will wait reports from others.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs7
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 30c9365..221f3bc 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3203,8 +3203,11 @@ namespace OpenSim.Region.Framework.Scenes
3203 Vector3 force = m_forceToApply.Value; 3203 Vector3 force = m_forceToApply.Value;
3204 3204
3205 m_updateflag = true; 3205 m_updateflag = true;
3206// movementvector = force; 3206
3207 Velocity = force; 3207 // The magic constant 0.855f seems to make walking feel less jerky,
3208 // probably because it hackishly accounts for the overall latency of
3209 // these Velocity updates -- Diva
3210 Velocity = force * .855F;
3208 3211
3209 m_forceToApply = null; 3212 m_forceToApply = null;
3210 } 3213 }