* Changed the dupe collision depth limiter to be slightly more restrictive. (less chance for a dupe)
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1bd33aa51a
commit
11fd935038
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@ -860,11 +860,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (((Math.Abs(contactGeom.normal.X - contact.normal.X) < 1.026f) && (Math.Abs(contactGeom.normal.Y - contact.normal.Y) < 0.303f) && (Math.Abs(contactGeom.normal.Z - contact.normal.Z) < 0.065f)) && contactGeom.g1 != LandGeom && contactGeom.g2 != LandGeom)
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{
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if (Math.Abs(contact.depth - contactGeom.depth) < 0.072f)
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if (Math.Abs(contact.depth - contactGeom.depth) < 0.052f)
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{
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//contactGeom.depth *= .00005f;
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//m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
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//m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
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//m_log.DebugFormat("[Collsion]: Depth {0}", Math.Abs(contact.depth - contactGeom.depth));
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// m_log.DebugFormat("[Collision]: <{0},{1},{2}>", Math.Abs(contactGeom.normal.X - contact.normal.X), Math.Abs(contactGeom.normal.Y - contact.normal.Y), Math.Abs(contactGeom.normal.Z - contact.normal.Z));
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result = true;
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break;
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}
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