* Fixed up some documentation

* Should help the sinking feeling when new avatar arrive in the scene.
0.6.0-stable
Teravus Ovares 2008-04-06 06:42:54 +00:00
parent 24d7b1e225
commit 899f00b83d
2 changed files with 13 additions and 13 deletions

View File

@ -704,7 +704,7 @@ namespace OpenSim.Region.Physics.OdePlugin
_zeroFlag = false; _zeroFlag = false;
if (m_iscolliding && !flying) if (m_iscolliding && !flying)
{ {
// We're flying and colliding with something // We're standing on something
vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D); vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D); vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
} }
@ -716,7 +716,7 @@ namespace OpenSim.Region.Physics.OdePlugin
} }
else if (!m_iscolliding && flying) else if (!m_iscolliding && flying)
{ {
// We're flying and colliding with something // we're in mid air suspended
vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6); vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6); vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
} }

View File

@ -1537,11 +1537,11 @@ namespace OpenSim.Region.Physics.OdePlugin
while (step_time > 0.0f) while (step_time > 0.0f)
{ {
lock (ode) //lock (ode)
{ //{
if (!ode.lockquery()) //if (!ode.lockquery())
{ //{
ode.dlock(world); // ode.dlock(world);
try try
{ {
lock (_characters) lock (_characters)
@ -1605,12 +1605,12 @@ namespace OpenSim.Region.Physics.OdePlugin
step_time -= ODE_STEPSIZE; step_time -= ODE_STEPSIZE;
i++; i++;
} //}
else //else
{ //{
fps = 0; //fps = 0;
} //}
} //}
} }
lock (_characters) lock (_characters)