diff options
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 1 | ||||
-rw-r--r-- | OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | 3 |
2 files changed, 4 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 7c236e8..6f1b458 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -2398,6 +2398,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2398 | if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || | 2398 | if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) || |
2399 | !Acceleration.Equals(m_lastAcceleration) || | 2399 | !Acceleration.Equals(m_lastAcceleration) || |
2400 | !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || | 2400 | !Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) || |
2401 | Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) || | ||
2401 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || | 2402 | !AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) || |
2402 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || | 2403 | !OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) || |
2403 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 2404 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) |
diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index 16f2d5d..6f14f7b 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs | |||
@@ -2357,6 +2357,9 @@ Console.WriteLine(" JointCreateFixed"); | |||
2357 | { | 2357 | { |
2358 | // Averate previous velocity with the new one so | 2358 | // Averate previous velocity with the new one so |
2359 | // client object interpolation works a 'little' better | 2359 | // client object interpolation works a 'little' better |
2360 | if (_zeroFlag) | ||
2361 | return Vector3.Zero; | ||
2362 | |||
2360 | Vector3 returnVelocity = Vector3.Zero; | 2363 | Vector3 returnVelocity = Vector3.Zero; |
2361 | returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; | 2364 | returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2; |
2362 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; | 2365 | returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2; |