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Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/OdePlugin.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs7
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index e22b2a1..610d4de 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -338,7 +338,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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 {
344 //MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString()); 344 //MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString());
@@ -350,6 +350,8 @@ namespace OpenSim.Region.Physics.OdePlugin
350 (p1.PhysicsActorType == (int) ActorTypes.Agent && 350 (p1.PhysicsActorType == (int) ActorTypes.Agent &&
351 p2.PhysicsActorType == (int) ActorTypes.Prim)) 351 p2.PhysicsActorType == (int) ActorTypes.Prim))
352 { 352 {
353 //contacts[i].depth = contacts[i].depth * 4.15f;
354 /*
353 if (p2.PhysicsActorType == (int) ActorTypes.Agent) 355 if (p2.PhysicsActorType == (int) ActorTypes.Agent)
354 { 356 {
355 p2.CollidingObj = true; 357 p2.CollidingObj = true;
@@ -380,8 +382,9 @@ namespace OpenSim.Region.Physics.OdePlugin
380 382
381 //contacts[i].depth = 0.0000000f; 383 //contacts[i].depth = 0.0000000f;
382 } 384 }
385 */
383 } 386 }
384 */ 387
385 388
386 // If you interpenetrate a prim with another prim 389 // If you interpenetrate a prim with another prim
387 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim) 390 if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)