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author | Robert Adams | 2012-12-17 13:22:04 -0800 |
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committer | Robert Adams | 2012-12-17 13:22:04 -0800 |
commit | 11532a4390ce3054f5a6798b4bf8dcf39d002e77 (patch) | |
tree | 020311696b99bf9d4f143397efc4fadf039075e8 /OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |
parent | BulletSim: fix vehicles being shot in the air at border crossings because of ... (diff) | |
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BulletSim: fix vehicles going underground when unsat. Problem was that, when doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 7b44574..ebaf97e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | |||
@@ -1240,7 +1240,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters | |||
1240 | (s) => { return s.m_params[0].vehicleAngularDamping; }, | 1240 | (s) => { return s.m_params[0].vehicleAngularDamping; }, |
1241 | (s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ), | 1241 | (s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ), |
1242 | new ParameterDefn("VehicleScaleAngularVelocityByTimestep", "If true, scale angular turning by timestep", | 1242 | new ParameterDefn("VehicleScaleAngularVelocityByTimestep", "If true, scale angular turning by timestep", |
1243 | ConfigurationParameters.numericFalse, | 1243 | ConfigurationParameters.numericTrue, |
1244 | (s,cf,p,v) => { s.VehicleScaleAngularVelocityByTimestep = cf.GetBoolean(p, s.BoolNumeric(v)); }, | 1244 | (s,cf,p,v) => { s.VehicleScaleAngularVelocityByTimestep = cf.GetBoolean(p, s.BoolNumeric(v)); }, |
1245 | (s) => { return s.NumericBool(s.VehicleScaleAngularVelocityByTimestep); }, | 1245 | (s) => { return s.NumericBool(s.VehicleScaleAngularVelocityByTimestep); }, |
1246 | (s,p,l,v) => { s.VehicleScaleAngularVelocityByTimestep = s.BoolNumeric(v); } ), | 1246 | (s,p,l,v) => { s.VehicleScaleAngularVelocityByTimestep = s.BoolNumeric(v); } ), |