BulletSim: small fix to avatar movement motor use which keeps avatar from flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable.
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8c99f63239
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2e3e95e846
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@ -763,7 +763,8 @@ public sealed class BSCharacter : BSPhysObject
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// and that velocity component must be retained.
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float timeStep = 0.089f; // DEBUG DEBUG FIX FIX FIX
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OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep);
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stepVelocity.Z += entprop.Velocity.Z;
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// Remove next line so avatars don't fly up forever. DEBUG DEBUG this is only temporary.
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// stepVelocity.Z += entprop.Velocity.Z;
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_velocity = stepVelocity;
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BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
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/*
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