* Fixes the second of two terse update issues. Physical objects should react normally again.

0.6.8-post-fixes
Teravus Ovares (Dan Olivares) 2009-11-21 04:39:41 -05:00
parent 0ffda7128e
commit 7760da1a4c
2 changed files with 4 additions and 0 deletions

View File

@ -2398,6 +2398,7 @@ namespace OpenSim.Region.Framework.Scenes
if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
!Acceleration.Equals(m_lastAcceleration) ||
!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
!AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
!OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)

View File

@ -2357,6 +2357,9 @@ Console.WriteLine(" JointCreateFixed");
{
// Averate previous velocity with the new one so
// client object interpolation works a 'little' better
if (_zeroFlag)
return Vector3.Zero;
Vector3 returnVelocity = Vector3.Zero;
returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;