aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/BasicPhysicsPlugin
diff options
context:
space:
mode:
authorSean Dague2007-09-12 10:56:04 +0000
committerSean Dague2007-09-12 10:56:04 +0000
commit26eebf6b3274f5cf2ec7b76bc300edcdfdba1423 (patch)
tree18717e75306eeda069b26c4ea7395f1cc84770c8 /OpenSim/Region/Physics/BasicPhysicsPlugin
parentadd timestamps to log messages. This probably needs to all be cleaned up (diff)
downloadopensim-SC_OLD-26eebf6b3274f5cf2ec7b76bc300edcdfdba1423.zip
opensim-SC_OLD-26eebf6b3274f5cf2ec7b76bc300edcdfdba1423.tar.gz
opensim-SC_OLD-26eebf6b3274f5cf2ec7b76bc300edcdfdba1423.tar.bz2
opensim-SC_OLD-26eebf6b3274f5cf2ec7b76bc300edcdfdba1423.tar.xz
I think 1.0f makes a better offset than 1.2f for basic physics (less floating,
not too much crouching). I think that we'll have to rethink what the terrain resolution is down the road, as we don't really have enough sample data to actually get people placed right on the land.
Diffstat (limited to 'OpenSim/Region/Physics/BasicPhysicsPlugin')
-rw-r--r--OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
index 2668acc..31861b4 100644
--- a/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
+++ b/OpenSim/Region/Physics/BasicPhysicsPlugin/BasicPhysicsPlugin.cs
@@ -124,7 +124,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
124 actor.Position.X = 255.9F; 124 actor.Position.X = 255.9F;
125 } 125 }
126 126
127 float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f; 127 float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.0f;
128 if (actor.Flying) 128 if (actor.Flying)
129 { 129 {
130 if (actor.Position.Z + (actor.Velocity.Z * timeStep) < _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2) 130 if (actor.Position.Z + (actor.Velocity.Z * timeStep) < _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2)