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authorRobert Adams2013-08-14 14:36:13 -0700
committerRobert Adams2013-08-14 14:49:24 -0700
commite8b1e91a1d4bb3ca65886c367c654a82033f4e03 (patch)
treebdd2f2d34b4f68f3335925a977a3b3d7e6a1cb86 /OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
parentBulletSim: add physical object initialized flag so updates and collisions (diff)
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BulletSim: include check for volume detect in check for zeroing avatar motion.
Normally, avatar motion is zeroed if colliding with a stationary object so they don't slide down hills and such. Without volume detect check this also allowed avatars to stand on volume detect objects and to have some jiggling when they were in the volume detect object. This commit fixes both.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
index c0589cd..68bc1b9 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
@@ -183,7 +183,7 @@ public class BSActorAvatarMove : BSActor
183 if (m_controllingPrim.IsColliding) 183 if (m_controllingPrim.IsColliding)
184 { 184 {
185 // If we are colliding with a stationary object, presume we're standing and don't move around 185 // If we are colliding with a stationary object, presume we're standing and don't move around
186 if (!m_controllingPrim.ColliderIsMoving) 186 if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect)
187 { 187 {
188 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID); 188 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
189 m_controllingPrim.IsStationary = true; 189 m_controllingPrim.IsStationary = true;