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authornlin2009-09-18 11:26:52 +0900
committernlin2009-09-18 11:39:08 +0900
commit56edbe9b60e5ed5f1388e2d1d4d2a0d82cdeaf6d (patch)
tree0695c869ccdd523470a68c3462e0b96dbd910f7f /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentRemove the methods for full inventory fetch from the connector. Remove tests (diff)
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Alternate algorithm for fixing avatar capsule tilt (Mantis #2905)
Eliminate dynamic capsule wobble. Instead introduce a small, fixed tilt, and allow the tilt to rotate with the avatar while moving; the tilt always faces away from the direction of avatar movement. The rotation while moving should eliminate direction-dependent behavior (e.g. only being able to climb on top of prims from certain directions). Falling animation is still too frequently invoked. Ideally the tilt should be completely eliminated, but doing so currently causes the avatar to fall through the terrain.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 23fe2d3..6772f75 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2269,7 +2269,7 @@ namespace OpenSim.Region.Framework.Scenes
2269 { 2269 {
2270 //Record the time we enter this state so we know whether to "land" or not 2270 //Record the time we enter this state so we know whether to "land" or not
2271 m_animPersistUntil = DateTime.Now.Ticks; 2271 m_animPersistUntil = DateTime.Now.Ticks;
2272 return "FALLDOWN"; 2272 return "FALLDOWN"; // this falling animation is invoked too frequently when capsule tilt correction is used - why?
2273 } 2273 }
2274 } 2274 }
2275 } 2275 }