aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim
diff options
context:
space:
mode:
authorRobert Adams2012-10-01 12:10:06 -0700
committerRobert Adams2012-10-02 11:13:39 -0700
commitf2c78281ce46ff1be96f0bf86f2b7ddefd94a900 (patch)
tree859a82ad6a73ab545ae84516da6b7153ab09410e /OpenSim
parentBulletSim: impliment FloatOnWater OS function. (diff)
downloadopensim-SC_OLD-f2c78281ce46ff1be96f0bf86f2b7ddefd94a900.zip
opensim-SC_OLD-f2c78281ce46ff1be96f0bf86f2b7ddefd94a900.tar.gz
opensim-SC_OLD-f2c78281ce46ff1be96f0bf86f2b7ddefd94a900.tar.bz2
opensim-SC_OLD-f2c78281ce46ff1be96f0bf86f2b7ddefd94a900.tar.xz
BulletSim: fix the FloatOnWater code so avatars can normally go underwater.
Diffstat (limited to '')
-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 5cf8953..2fe4d68 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs
@@ -234,7 +234,7 @@ public class BSCharacter : BSPhysObject
234 _position.Z = terrainHeight + 2.0f; 234 _position.Z = terrainHeight + 2.0f;
235 ret = true; 235 ret = true;
236 } 236 }
237 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) == 0) 237 if ((CurrentCollisionFlags & CollisionFlags.BS_FLOATS_ON_WATER) != 0)
238 { 238 {
239 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position); 239 float waterHeight = PhysicsScene.GetWaterLevelAtXYZ(_position);
240 if (Position.Z < waterHeight) 240 if (Position.Z < waterHeight)