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authornlin2009-07-08 01:41:05 +0000
committernlin2009-07-08 01:41:05 +0000
commit0ec6dfb1a1bfcbe70b40927fabca956782aa2a8c (patch)
tree039a2e269c8ed6bee86c3a87e52611aba670416d /bin
parentA stab at fixong a Windows build break (diff)
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Experimental fix for tilted avatar capsule, Mantis #2905
Set av_capsule_tilted to false in opensim.ini. Default is true, so there is no change in avatar behavior (and no breaking of existing content which relies on the tilted capsule). This commit straightens up the avatar capsule so it behaves consistently (e.g. same collision behavior against prims regardless of which direction the avatar is coming from; ability to fit through narrow doorways). Please note this introduces other side effects which have not been fixed. In particular: * The avatar frequently falls through the terrain if it is not flat, though the avatar behaves pretty well on flat terrain. This requires investigation of the ode terrain collider. * The apparent foot position of the avatar with respect to the ground is changed. This requires investigation of the avatar height/capsule height. Please consider this as work in progress.
Diffstat (limited to 'bin')
-rw-r--r--bin/OpenSim.ini.example4
1 files changed, 4 insertions, 0 deletions
diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example
index 2d03731..b311064 100644
--- a/bin/OpenSim.ini.example
+++ b/bin/OpenSim.ini.example
@@ -473,6 +473,10 @@
473 av_capsule_standup_tensor_win = 550000 473 av_capsule_standup_tensor_win = 550000
474 av_capsule_standup_tensor_linux = 550000 474 av_capsule_standup_tensor_linux = 550000
475 475
476 ; specifies if the capsule should be tilted (=true; old compatibility mode)
477 ; or straight up-and-down (=false; better and more consistent physics behavior)
478 av_capsule_tilted = true
479
476 ; used to calculate mass of avatar. 480 ; used to calculate mass of avatar.
477 ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH); 481 ; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
478 ; av_density * AVvolume; 482 ; av_density * AVvolume;