av_av_collisions_off = false OdePhysics Settings in OpenSimDefaults.ini - No Avatar Avatar Collisions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment.
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@ -502,7 +502,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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public bool physics_logging_append_existing_logfile = false;
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public bool physics_logging_append_existing_logfile = false;
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private bool avplanted = false;
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private bool avplanted = false;
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private bool av_av_collisions_off = false;
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public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
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public d.Vector3 xyz = new d.Vector3(128.1640f, 128.3079f, 25.7600f);
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public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
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public d.Vector3 hpr = new d.Vector3(125.5000f, -17.0000f, 0.0000f);
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@ -647,6 +647,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
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avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f);
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avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
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avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
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avplanted = physicsconfig.GetBoolean("av_planted", false);
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avplanted = physicsconfig.GetBoolean("av_planted", false);
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av_av_collisions_off = physicsconfig.GetBoolean("av_av_collisions_off", false);
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IsAvCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
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IsAvCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
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@ -668,6 +669,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
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MeshSculptphysicalLOD = physicsconfig.GetFloat("mesh_physical_lod", 16f);
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m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
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m_filterCollisions = physicsconfig.GetBoolean("filter_collisions", false);
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if (Environment.OSVersion.Platform == PlatformID.Unix)
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if (Environment.OSVersion.Platform == PlatformID.Unix)
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{
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{
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avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
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avPIDD = physicsconfig.GetFloat("av_pid_derivative_linux", 2200.0f);
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@ -1313,6 +1316,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
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if ((p1 is OdePrim) && (((OdePrim)p1).m_isVolumeDetect))
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skipThisContact = true; // No collision on volume detect prims
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skipThisContact = true; // No collision on volume detect prims
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if (av_av_collisions_off)
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if ((p1 is OdeCharacter) && (p2 is OdeCharacter))
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skipThisContact = true;
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if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
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if (!skipThisContact && (p2 is OdePrim) && (((OdePrim)p2).m_isVolumeDetect))
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skipThisContact = true; // No collision on volume detect prims
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skipThisContact = true; // No collision on volume detect prims
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@ -850,6 +850,9 @@
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; will lock the avatar in place
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; will lock the avatar in place
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av_planted = false
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av_planted = false
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; No Avatar Avatar Collissions. This causes avatar to be able to walk through each other as if they're ghosts but still interact with the environment
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av_av_collisions_off = false
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; ##
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; ##
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; ## Object options
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; ## Object options
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; ##
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; ##
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