From 11532a4390ce3054f5a6798b4bf8dcf39d002e77 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Mon, 17 Dec 2012 13:22:04 -0800 Subject: BulletSim: fix vehicles going underground when unsat. Problem was that, when doing unsit, the order of operations on the prims and the vehicle is very chaotic and not in a good order so the root prim was being left physical and thus it fell for a bit. Also changed default of velocity scaling to be closer to the movement standard. --- OpenSim/Region/Physics/BulletSPlugin/BSScene.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSScene.cs') diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index 7b44574..ebaf97e 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -1240,7 +1240,7 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters (s) => { return s.m_params[0].vehicleAngularDamping; }, (s,p,l,v) => { s.m_params[0].vehicleAngularDamping = v; } ), new ParameterDefn("VehicleScaleAngularVelocityByTimestep", "If true, scale angular turning by timestep", - ConfigurationParameters.numericFalse, + ConfigurationParameters.numericTrue, (s,cf,p,v) => { s.VehicleScaleAngularVelocityByTimestep = cf.GetBoolean(p, s.BoolNumeric(v)); }, (s) => { return s.NumericBool(s.VehicleScaleAngularVelocityByTimestep); }, (s,p,l,v) => { s.VehicleScaleAngularVelocityByTimestep = s.BoolNumeric(v); } ), -- cgit v1.1