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authorRobert Adams2013-01-15 15:07:38 -0800
committerRobert Adams2013-01-15 21:08:46 -0800
commit5d098d8f17fe24d9ad2999ddce819787d02989ce (patch)
tree35f64a4781217e822b3793cfa0bec136d9894268 /OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
parentBulletSim: add debugging messages to know when assets for physical (diff)
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BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.
It was a dumb idea to try and do a nose over feature for jumping cars anyway. Add better logging of native shape creation/reuse so can tell the difference.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
index 2e900b3..87a06c1 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -215,7 +215,7 @@ public sealed class BSCharacter : BSPhysObject
215 // Add special movement force to allow avatars to walk up stepped surfaces. 215 // Add special movement force to allow avatars to walk up stepped surfaces.
216 moveForce += WalkUpStairs(); 216 moveForce += WalkUpStairs();
217 217
218 DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce); 218 // DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
219 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce); 219 PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
220 }); 220 });
221 } 221 }