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-rw-r--r--OpenSim/Region/Physics/OdePlugin/OdePlugin.cs7
1 files changed, 6 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
index 382b721..84bf54f 100644
--- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
+++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs
@@ -387,8 +387,13 @@ namespace OpenSim.Region.Physics.OdePlugin
387 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)]; 387 staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
388 388
389 // Centeral contact friction and bounce 389 // Centeral contact friction and bounce
390 // ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
391 // an avatar falls through in Z but not in X or Y when walking on a prim.
392 contact.surface.mode |= d.ContactFlags.SoftERP;
390 contact.surface.mu = nmAvatarObjectContactFriction; 393 contact.surface.mu = nmAvatarObjectContactFriction;
391 contact.surface.bounce = nmAvatarObjectContactBounce; 394 contact.surface.bounce = nmAvatarObjectContactBounce;
395 contact.surface.soft_cfm = 0.010f;
396 contact.surface.soft_erp = 0.010f;
392 397
393 // Terrain contact friction and Bounce 398 // Terrain contact friction and Bounce
394 // This is the *non* moving version. Use this when an avatar 399 // This is the *non* moving version. Use this when an avatar
@@ -401,7 +406,7 @@ namespace OpenSim.Region.Physics.OdePlugin
401 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM); 406 WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
402 WaterContact.surface.mu = 0f; // No friction 407 WaterContact.surface.mu = 0f; // No friction
403 WaterContact.surface.bounce = 0.0f; // No bounce 408 WaterContact.surface.bounce = 0.0f; // No bounce
404 WaterContact.surface.soft_cfm = 0.01f; 409 WaterContact.surface.soft_cfm = 0.010f;
405 WaterContact.surface.soft_erp = 0.010f; 410 WaterContact.surface.soft_erp = 0.010f;
406 411
407 // Prim contact friction and bounce 412 // Prim contact friction and bounce