From 2e3e95e84634853366d61fa483b44597f8c53797 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 21 Dec 2012 10:04:12 -0800 Subject: [PATCH] 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. --- OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index 695896e5ea..57c5898e84 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -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); /*