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author | Robert Adams | 2017-09-02 13:08:54 -0700 |
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committer | Robert Adams | 2017-09-02 13:08:54 -0700 |
commit | 33e773959f2ffee6d197fcb2de82ff3cfc12b153 (patch) | |
tree | 8f8777407a6e87f9c6384a5b8f2693f2a65e576d /OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs | |
parent | BulletSim: most of the plumbing for raycast. Needs new BulletSim.dll to (diff) | |
parent | BulletSim: add clock and change logic for taint processing a little (diff) | |
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BulletSim: modify taint processing which use locks.
(Merge branch 'bullettaint' into bulletcast)
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs')
-rw-r--r-- | OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs index 57f03fb..04ac659 100644 --- a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs | |||
@@ -496,8 +496,8 @@ public sealed class BSCharacter : BSPhysObject | |||
496 | public override OMV.Vector3 ForceVelocity { | 496 | public override OMV.Vector3 ForceVelocity { |
497 | get { return RawVelocity; } | 497 | get { return RawVelocity; } |
498 | set { | 498 | set { |
499 | PhysScene.AssertInTaintTime("BSCharacter.ForceVelocity"); | 499 | PhysScene.AssertNotInSimulationTime("BSCharacter.ForceVelocity"); |
500 | DetailLog("{0}: BSCharacter.ForceVelocity.set = {1}", LocalID, value); | 500 | DetailLog("{0},BSCharacter.ForceVelocity.set={1}", LocalID, value); |
501 | 501 | ||
502 | RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity); | 502 | RawVelocity = Util.ClampV(value, BSParam.MaxLinearVelocity); |
503 | PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); | 503 | PhysScene.PE.SetLinearVelocity(PhysBody, RawVelocity); |
@@ -638,7 +638,7 @@ public sealed class BSCharacter : BSPhysObject | |||
638 | public override float ForceBuoyancy { | 638 | public override float ForceBuoyancy { |
639 | get { return _buoyancy; } | 639 | get { return _buoyancy; } |
640 | set { | 640 | set { |
641 | PhysScene.AssertInTaintTime("BSCharacter.ForceBuoyancy"); | 641 | PhysScene.AssertNotInSimulationTime("BSCharacter.ForceBuoyancy"); |
642 | 642 | ||
643 | _buoyancy = value; | 643 | _buoyancy = value; |
644 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); | 644 | DetailLog("{0},BSCharacter.setForceBuoyancy,taint,buoy={1}", LocalID, _buoyancy); |