Merge branch 'careminster-presence-refactor' of ssh://melanie@3dhosting.de/var/git/careminster into careminster-presence-refactor
commit
4093e22833
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@ -491,43 +491,55 @@ namespace OpenSim.Region.Physics.OdePlugin
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staticPrimspace = new IntPtr[(int)(300 / metersInSpace), (int)(300 / metersInSpace)];
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// Centeral contact friction and bounce
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// ckrinke 11/10/08 Enabling soft_erp but not soft_cfm until I figure out why
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// an avatar falls through in Z but not in X or Y when walking on a prim.
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contact.surface.mode |= d.ContactFlags.SoftERP;
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contact.surface.mu = nmAvatarObjectContactFriction;
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contact.surface.bounce = nmAvatarObjectContactBounce;
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contact.surface.soft_cfm = 0.010f;
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contact.surface.soft_erp = 0.010f;
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// Centeral contact friction and bounce // KF: This appears to be only for static AV on non-phys prim.
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contact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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contact.surface.mu = 255.0f;
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contact.surface.bounce = 0.0f;
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contact.surface.soft_cfm = 0.0f;
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contact.surface.soft_erp = 1.00f; // If this is too small static Av will fall through a sloping prim.
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// Terrain contact friction and Bounce
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// This is the *non* moving version. Use this when an avatar
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// isn't moving to keep it in place better
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TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
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/* TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
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TerrainContact.surface.mu = nmTerrainContactFriction;
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TerrainContact.surface.bounce = nmTerrainContactBounce;
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TerrainContact.surface.soft_erp = nmTerrainContactERP;
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TerrainContact.surface.soft_erp = nmTerrainContactERP; */
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TerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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TerrainContact.surface.mu = 255.0f;
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TerrainContact.surface.bounce = 0.0f;
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TerrainContact.surface.soft_cfm = 0.0f;
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TerrainContact.surface.soft_erp = 0.05f;
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WaterContact.surface.mode |= (d.ContactFlags.SoftERP | d.ContactFlags.SoftCFM);
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WaterContact.surface.mu = 0f; // No friction
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WaterContact.surface.mu = 0.0f; // No friction
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WaterContact.surface.bounce = 0.0f; // No bounce
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WaterContact.surface.soft_cfm = 0.010f;
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WaterContact.surface.soft_erp = 0.010f;
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// Prim contact friction and bounce
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// THis is the *non* moving version of friction and bounce
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// THis is the moving version of friction and bounce
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// Use this when an avatar comes in contact with a prim
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// and is moving
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AvatarMovementprimContact.surface.mu = mAvatarObjectContactFriction;
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AvatarMovementprimContact.surface.bounce = mAvatarObjectContactBounce;
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AvatarMovementprimContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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AvatarMovementprimContact.surface.mu = 255.0f;
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AvatarMovementprimContact.surface.bounce = 0.01f;
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AvatarMovementprimContact.surface.soft_cfm = 0.0f; // if this is 0.01 then prims become phantom to Avs!
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AvatarMovementprimContact.surface.soft_erp = 0.001f;
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// Terrain contact friction bounce and various error correcting calculations
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// Use this when an avatar is in contact with the terrain and moving.
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/*
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AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
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AvatarMovementTerrainContact.surface.mu = mTerrainContactFriction;
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AvatarMovementTerrainContact.surface.bounce = mTerrainContactBounce;
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AvatarMovementTerrainContact.surface.soft_erp = mTerrainContactERP;
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*/
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AvatarMovementTerrainContact.surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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AvatarMovementTerrainContact.surface.mu = 75f;
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AvatarMovementTerrainContact.surface.bounce = 0.0f;
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AvatarMovementTerrainContact.surface.soft_cfm = 0.0f;
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AvatarMovementTerrainContact.surface.soft_erp = 0.05f;
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/*
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<summary></summary>
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@ -549,109 +561,110 @@ namespace OpenSim.Region.Physics.OdePlugin
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m_materialContacts = new d.Contact[7,2];
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m_materialContacts[(int)Material.Stone, 0] = new d.Contact();
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m_materialContacts[(int)Material.Stone, 0].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Stone, 0].surface.mu = nmAvatarObjectContactFriction;
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m_materialContacts[(int)Material.Stone, 0].surface.bounce = nmAvatarObjectContactBounce;
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m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Stone, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Stone, 0].surface.mu = 1.8f;
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m_materialContacts[(int)Material.Stone, 0].surface.bounce = 0.0f;
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m_materialContacts[(int)Material.Stone, 0].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Stone, 0].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Stone, 1] = new d.Contact();
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m_materialContacts[(int)Material.Stone, 1].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Stone, 1].surface.mu = mAvatarObjectContactFriction;
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m_materialContacts[(int)Material.Stone, 1].surface.bounce = mAvatarObjectContactBounce;
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m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Stone, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Stone, 1].surface.mu = 1.8f;
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m_materialContacts[(int)Material.Stone, 1].surface.bounce = 0.0f;
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m_materialContacts[(int)Material.Stone, 1].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Stone, 1].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Metal, 0] = new d.Contact();
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m_materialContacts[(int)Material.Metal, 0].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Metal, 0].surface.mu = nmAvatarObjectContactFriction;
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m_materialContacts[(int)Material.Metal, 0].surface.bounce = nmAvatarObjectContactBounce;
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m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Metal, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Metal, 0].surface.mu = 1.3f;
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m_materialContacts[(int)Material.Metal, 0].surface.bounce = 0.2f;
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m_materialContacts[(int)Material.Metal, 0].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Metal, 0].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Metal, 1] = new d.Contact();
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m_materialContacts[(int)Material.Metal, 1].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Metal, 1].surface.mu = mAvatarObjectContactFriction;
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m_materialContacts[(int)Material.Metal, 1].surface.bounce = mAvatarObjectContactBounce;
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m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
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m_materialContacts[(int)Material.Glass, 0].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
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m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.5f;
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m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Metal, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Metal, 1].surface.mu = 1.3f;
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m_materialContacts[(int)Material.Metal, 1].surface.bounce = 0.2f;
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m_materialContacts[(int)Material.Metal, 1].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Metal, 1].surface.soft_erp = 0.50f;
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/*
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private float nmAvatarObjectContactFriction = 250f;
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flags : d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce
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private float nmAvatarObjectContactFriction = 250f;
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private float nmAvatarObjectContactBounce = 0.1f;
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private float mAvatarObjectContactFriction = 75f;
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private float mAvatarObjectContactBounce = 0.1f;
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*/
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m_materialContacts[(int)Material.Glass, 0] = new d.Contact();
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m_materialContacts[(int)Material.Glass, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Glass, 0].surface.mu = 1f;
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m_materialContacts[(int)Material.Glass, 0].surface.bounce = 0.1f;
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m_materialContacts[(int)Material.Glass, 0].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Glass, 0].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Glass, 1] = new d.Contact();
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m_materialContacts[(int)Material.Glass, 1].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Glass, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Glass, 1].surface.mu = 1f;
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m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.5f;
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m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Glass, 1].surface.bounce = 0.1f;
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m_materialContacts[(int)Material.Glass, 1].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Glass, 1].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Wood, 0] = new d.Contact();
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m_materialContacts[(int)Material.Wood, 0].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Wood, 0].surface.mu = nmAvatarObjectContactFriction;
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m_materialContacts[(int)Material.Wood, 0].surface.bounce = nmAvatarObjectContactBounce;
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m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Wood, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Wood, 0].surface.mu = 1.6f;
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m_materialContacts[(int)Material.Wood, 0].surface.bounce = 0.1f;
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m_materialContacts[(int)Material.Wood, 0].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Wood, 0].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Wood, 1] = new d.Contact();
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m_materialContacts[(int)Material.Wood, 1].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Wood, 1].surface.mu = mAvatarObjectContactFriction;
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m_materialContacts[(int)Material.Wood, 1].surface.bounce = mAvatarObjectContactBounce;
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m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Wood, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Wood, 1].surface.mu = 1.6f;
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m_materialContacts[(int)Material.Wood, 1].surface.bounce = 0.1f;
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m_materialContacts[(int)Material.Wood, 1].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Wood, 1].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Flesh, 0] = new d.Contact();
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m_materialContacts[(int)Material.Flesh, 0].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Flesh, 0].surface.mu = nmAvatarObjectContactFriction;
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m_materialContacts[(int)Material.Flesh, 0].surface.bounce = nmAvatarObjectContactBounce;
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m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Flesh, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Flesh, 0].surface.mu = 2.0f;
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m_materialContacts[(int)Material.Flesh, 0].surface.bounce = 0.0f;
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m_materialContacts[(int)Material.Flesh, 0].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Flesh, 0].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Flesh, 1] = new d.Contact();
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m_materialContacts[(int)Material.Flesh, 1].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Flesh, 1].surface.mu = mAvatarObjectContactFriction;
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m_materialContacts[(int)Material.Flesh, 1].surface.bounce = mAvatarObjectContactBounce;
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m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Flesh, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Flesh, 1].surface.mu = 2.0f;
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m_materialContacts[(int)Material.Flesh, 1].surface.bounce = 0.0f;
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m_materialContacts[(int)Material.Flesh, 1].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Flesh, 1].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Plastic, 0] = new d.Contact();
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m_materialContacts[(int)Material.Plastic, 0].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Plastic, 0].surface.mu = nmAvatarObjectContactFriction;
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m_materialContacts[(int)Material.Plastic, 0].surface.bounce = nmAvatarObjectContactBounce;
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m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Plastic, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Plastic, 0].surface.mu = 1.5f;
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m_materialContacts[(int)Material.Plastic, 0].surface.bounce = 0.2f;
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m_materialContacts[(int)Material.Plastic, 0].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Plastic, 0].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Plastic, 1] = new d.Contact();
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m_materialContacts[(int)Material.Plastic, 1].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Plastic, 1].surface.mu = mAvatarObjectContactFriction;
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m_materialContacts[(int)Material.Plastic, 1].surface.bounce = mAvatarObjectContactBounce;
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m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Plastic, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Plastic, 1].surface.mu = 1.5f;
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m_materialContacts[(int)Material.Plastic, 1].surface.bounce = 0.2f;
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m_materialContacts[(int)Material.Plastic, 1].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Plastic, 1].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Rubber, 0] = new d.Contact();
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m_materialContacts[(int)Material.Rubber, 0].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Rubber, 0].surface.mu = nmAvatarObjectContactFriction;
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m_materialContacts[(int)Material.Rubber, 0].surface.bounce = nmAvatarObjectContactBounce;
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m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Rubber, 0].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Rubber, 0].surface.mu = 2.0f;
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m_materialContacts[(int)Material.Rubber, 0].surface.bounce = 0.7f;
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m_materialContacts[(int)Material.Rubber, 0].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Rubber, 0].surface.soft_erp = 0.50f;
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m_materialContacts[(int)Material.Rubber, 1] = new d.Contact();
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m_materialContacts[(int)Material.Rubber, 1].surface.mode |= d.ContactFlags.SoftERP;
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m_materialContacts[(int)Material.Rubber, 1].surface.mu = mAvatarObjectContactFriction;
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m_materialContacts[(int)Material.Rubber, 1].surface.bounce = mAvatarObjectContactBounce;
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m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.010f;
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m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.010f;
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m_materialContacts[(int)Material.Rubber, 1].surface.mode = d.ContactFlags.SoftCFM | d.ContactFlags.SoftERP | d.ContactFlags.Bounce;
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m_materialContacts[(int)Material.Rubber, 1].surface.mu = 2.0f;
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m_materialContacts[(int)Material.Rubber, 1].surface.bounce = 0.7f;
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m_materialContacts[(int)Material.Rubber, 1].surface.soft_cfm = 0.0f;
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m_materialContacts[(int)Material.Rubber, 1].surface.soft_erp = 0.50f;
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d.HashSpaceSetLevels(space, worldHashspaceLow, worldHashspaceHigh);
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@ -660,10 +673,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.WorldSetGravity(world, gravityx, gravityy, gravityz);
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d.WorldSetContactSurfaceLayer(world, contactsurfacelayer);
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|
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d.WorldSetLinearDamping(world, 256f);
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d.WorldSetAngularDamping(world, 256f);
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d.WorldSetAngularDampingThreshold(world, 256f);
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d.WorldSetLinearDampingThreshold(world, 256f);
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d.WorldSetLinearDamping(world, 256f);
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// d.WorldSetLinearDampingThreshold(world, 0.01f);
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// d.WorldSetLinearDamping(world, 0.1f);
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d.WorldSetAngularDampingThreshold(world, 256f);
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d.WorldSetAngularDamping(world, 256f);
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d.WorldSetMaxAngularSpeed(world, 256f);
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|
||||
// Set how many steps we go without running collision testing
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@ -1184,7 +1200,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
|
||||
if ((Math.Abs(p2.Velocity.X) > 0.01f || Math.Abs(p2.Velocity.Y) > 0.01f))
|
||||
{
|
||||
// Use the Movement prim contact
|
||||
// Use the AV Movement / prim contact
|
||||
AvatarMovementprimContact.geom = curContact;
|
||||
_perloopContact.Add(curContact);
|
||||
if (m_global_contactcount < maxContactsbeforedeath)
|
||||
|
@ -1195,7 +1211,7 @@ namespace OpenSim.Region.Physics.OdePlugin
|
|||
}
|
||||
else
|
||||
{
|
||||
// Use the non movement contact
|
||||
// Use the Av non movement / prim contact
|
||||
contact.geom = curContact;
|
||||
_perloopContact.Add(curContact);
|
||||
|
||||
|
|
Loading…
Reference in New Issue