* Fixes the second of two terse update issues. Physical objects should react normally again.
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0ffda7128e
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7760da1a4c
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@ -2398,6 +2398,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
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if (!RotationOffset.ApproxEquals(m_lastRotation, ROTATION_TOLERANCE) ||
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!Acceleration.Equals(m_lastAcceleration) ||
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!Acceleration.Equals(m_lastAcceleration) ||
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!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
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!Velocity.ApproxEquals(m_lastVelocity, VELOCITY_TOLERANCE) ||
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Velocity.ApproxEquals(Vector3.Zero, VELOCITY_TOLERANCE) ||
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!AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
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!AngularVelocity.ApproxEquals(m_lastAngularVelocity, VELOCITY_TOLERANCE) ||
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!OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
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!OffsetPosition.ApproxEquals(m_lastPosition, POSITION_TOLERANCE) ||
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Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
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Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
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@ -2357,6 +2357,9 @@ Console.WriteLine(" JointCreateFixed");
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{
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{
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// Averate previous velocity with the new one so
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// Averate previous velocity with the new one so
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// client object interpolation works a 'little' better
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// client object interpolation works a 'little' better
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if (_zeroFlag)
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return Vector3.Zero;
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Vector3 returnVelocity = Vector3.Zero;
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Vector3 returnVelocity = Vector3.Zero;
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returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
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returnVelocity.X = (m_lastVelocity.X + _velocity.X)/2;
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returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
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returnVelocity.Y = (m_lastVelocity.Y + _velocity.Y)/2;
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