I think 1.0f makes a better offset than 1.2f for basic physics (less floating,
not too much crouching). I think that we'll have to rethink what the terrain resolution is down the road, as we don't really have enough sample data to actually get people placed right on the land.afrisby
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26a67d998c
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26eebf6b32
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@ -124,7 +124,7 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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actor.Position.X = 255.9F;
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actor.Position.X = 255.9F;
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}
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}
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float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.2f;
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float height = _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 1.0f;
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if (actor.Flying)
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if (actor.Flying)
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{
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{
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if (actor.Position.Z + (actor.Velocity.Z * timeStep) < _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2)
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if (actor.Position.Z + (actor.Velocity.Z * timeStep) < _heightMap[(int)actor.Position.Y * 256 + (int)actor.Position.X] + 2)
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