diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index 6a92365c50..2b4488a728 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs @@ -236,11 +236,7 @@ public static class BSParam (s,cf,p,v) => { s.m_maxUpdatesPerFrame = cf.GetInt(p, (int)v); }, (s) => { return (float)s.m_maxUpdatesPerFrame; }, (s,p,l,v) => { s.m_maxUpdatesPerFrame = (int)v; } ), - new ParameterDefn("MaxTaintsToProcessPerStep", "Number of update taints to process before each simulation step", - 500f, - (s,cf,p,v) => { s.m_taintsToProcessPerStep = cf.GetInt(p, (int)v); }, - (s) => { return (float)s.m_taintsToProcessPerStep; }, - (s,p,l,v) => { s.m_taintsToProcessPerStep = (int)v; } ), + new ParameterDefn("MinObjectMass", "Minimum object mass (0.0001)", 0.0001f, (s,cf,p,v) => { MinimumObjectMass = cf.GetFloat(p, v); }, @@ -261,9 +257,9 @@ public static class BSParam (s,cf,p,v) => { MaxAngularVelocity = cf.GetFloat(p, v); }, (s) => { return (float)MaxAngularVelocity; }, (s,p,l,v) => { MaxAngularVelocity = v; } ), - // LL documentation says thie number should be 20f + // LL documentation says thie number should be 20f for llApplyImpulse and 200f for llRezObject new ParameterDefn("MaxAddForceMagnitude", "Maximum force that can be applied by llApplyImpulse (SL says 20f)", - 200.0f, + 20000.0f, (s,cf,p,v) => { MaxAddForceMagnitude = cf.GetFloat(p, v); }, (s) => { return (float)MaxAddForceMagnitude; }, (s,p,l,v) => { MaxAddForceMagnitude = v; } ), diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs index e0b4992e0d..12b1ef10f2 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSScene.cs @@ -81,7 +81,6 @@ public sealed class BSScene : PhysicsScene, IPhysicsParameters internal long m_simulationStep = 0; internal float NominalFrameRate { get; set; } public long SimulationStep { get { return m_simulationStep; } } - internal int m_taintsToProcessPerStep; internal float LastTimeStep { get; private set; } // Physical objects can register for prestep or poststep events diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt index 23b7ca85d9..c1bf76690d 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimTODO.txt @@ -2,6 +2,8 @@ CURRENT PRIORITIES ================================================= Mantis 6040 script http://opensimulator.org/mantis/view.php?id=6040 Msg Kayaker on OSGrid when working +when should angular and linear motor targets be zeroed? when selected? + Need a vehicle.clear()? Or an 'else' in prestep if not physical. Teravus llMoveToTarget script debug Mixing of hover, buoyancy/gravity, moveToTarget, into one force Boats floating at proper level