From 47f09ed4c1d6a5d9763b6d1f5f86169e452281c8 Mon Sep 17 00:00:00 2001
From: Robert Adams
Date: Mon, 28 Jan 2013 17:21:13 -0800
Subject: BulletSim: enable angular vertical attraction. Increase terrain
 collision margin to help vehicles from tunneling into same.

---
 OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs | 4 ++--
 OpenSim/Region/Physics/BulletSPlugin/BSParam.cs    | 2 +-
 2 files changed, 3 insertions(+), 3 deletions(-)

(limited to 'OpenSim/Region')

diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
index 05a0dcc..05ab180 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSDynamics.cs
@@ -141,12 +141,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
         //    in changes by making enablement of debugging flags from INI file.
         public void SetupVehicleDebugging()
         {
-            enableAngularVerticalAttraction = false;
+            enableAngularVerticalAttraction = true;
             enableAngularDeflection = false;
             enableAngularBanking = false;
             if (BSParam.VehicleDebuggingEnabled != ConfigurationParameters.numericFalse)
             {
-                enableAngularVerticalAttraction = false;
+                enableAngularVerticalAttraction = true;
                 enableAngularDeflection = false;
                 enableAngularBanking = false;
             }
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 4ece944..8c098b2 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -383,7 +383,7 @@ public static class BSParam
             (s) => { return TerrainRestitution; },
             (s,p,l,v) => { TerrainRestitution = v;  /* TODO: set on real terrain */ } ),
         new ParameterDefn("TerrainCollisionMargin", "Margin where collision checking starts" ,
-            0.04f,
+            0.08f,
             (s,cf,p,v) => { TerrainCollisionMargin = cf.GetFloat(p, v); },
             (s) => { return TerrainCollisionMargin; },
             (s,p,l,v) => { TerrainCollisionMargin = v;  /* TODO: set on real terrain */ } ),
-- 
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