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author | Diva Canto | 2010-12-13 21:35:40 -0800 |
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committer | Diva Canto | 2010-12-13 21:35:40 -0800 |
commit | b41164b620c9de49baee933728807376838123c5 (patch) | |
tree | c34ce8bbaf52f47e22d92142bfc375ac5e24dc15 /OpenSim/Region/Framework/Scenes/ScenePresence.cs | |
parent | It 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 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 7 |
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 | } |