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.

0.7.5-pf-bulletsim
Robert Adams 2012-12-21 10:04:12 -08:00
parent 8c99f63239
commit 2e3e95e846
1 changed files with 2 additions and 1 deletions

View File

@ -763,7 +763,8 @@ public sealed class BSCharacter : BSPhysObject
// and that velocity component must be retained.
float timeStep = 0.089f; // DEBUG DEBUG FIX FIX FIX
OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep);
stepVelocity.Z += entprop.Velocity.Z;
// Remove next line so avatars don't fly up forever. DEBUG DEBUG this is only temporary.
// stepVelocity.Z += entprop.Velocity.Z;
_velocity = stepVelocity;
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
/*