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Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 47839ca..4045add 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -174,7 +174,7 @@ namespace OpenSim.Region.Physics.OdePlugin
174 174
175 // Set the gravity,, don't disable things automatically (we set it explicitly on some things) 175 // Set the gravity,, don't disable things automatically (we set it explicitly on some things)
176 176
177 d.WorldSetGravity(world, 0.0f, 0.0f, -10.0f); 177 d.WorldSetGravity(world, 0.0f, 0.0f, -9.8f);
178 d.WorldSetAutoDisableFlag(world, false); 178 d.WorldSetAutoDisableFlag(world, false);
179 d.WorldSetContactSurfaceLayer(world, 0.001f); 179 d.WorldSetContactSurfaceLayer(world, 0.001f);
180 180
@@ -336,8 +336,8 @@ namespace OpenSim.Region.Physics.OdePlugin
336 336
337 if (contacts[i].depth >= 0.08f) 337 if (contacts[i].depth >= 0.08f)
338 { 338 {
339 /* This is disabled at the moment only because it needs more tweaking 339 //This is disabled at the moment only because it needs more tweaking
340 It will eventually be uncommented 340 //It will eventually be uncommented
341 341
342 if (contacts[i].depth >= 1.00f) 342 if (contacts[i].depth >= 1.00f)
343 { 343 {
@@ -363,7 +363,7 @@ namespace OpenSim.Region.Physics.OdePlugin
363 else 363 else
364 { 364 {
365 365
366 contacts[i].depth = 0.0000000f; 366 //contacts[i].depth = 0.0000000f;
367 } 367 }
368 if (p1.PhysicsActorType == (int) ActorTypes.Agent) 368 if (p1.PhysicsActorType == (int) ActorTypes.Agent)
369 { 369 {
@@ -378,10 +378,10 @@ namespace OpenSim.Region.Physics.OdePlugin
378 else 378 else
379 { 379 {
380 380
381 contacts[i].depth = 0.0000000f; 381 //contacts[i].depth = 0.0000000f;
382 } 382 }
383 } 383 }
384 */ 384
385 385
386 // If you interpenetrate a prim with another prim 386 // If you interpenetrate a prim with another prim
387 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) 387 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)