* Fixed up some documentation
* Should help the sinking feeling when new avatar arrive in the scene.0.6.0-stable
parent
24d7b1e225
commit
899f00b83d
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@ -704,7 +704,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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_zeroFlag = false;
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_zeroFlag = false;
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if (m_iscolliding && !flying)
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if (m_iscolliding && !flying)
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{
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{
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// We're flying and colliding with something
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// We're standing on something
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vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
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vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D);
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vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
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vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D);
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}
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}
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@ -716,7 +716,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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}
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else if (!m_iscolliding && flying)
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else if (!m_iscolliding && flying)
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{
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{
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// We're flying and colliding with something
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// we're in mid air suspended
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vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
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vec.X = ((_target_velocity.X / movementdivisor) - vel.X) * (PID_D/6);
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vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
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vec.Y = ((_target_velocity.Y / movementdivisor) - vel.Y) * (PID_D/6);
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}
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}
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@ -1537,11 +1537,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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while (step_time > 0.0f)
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while (step_time > 0.0f)
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{
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{
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lock (ode)
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//lock (ode)
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{
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//{
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if (!ode.lockquery())
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//if (!ode.lockquery())
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{
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//{
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ode.dlock(world);
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// ode.dlock(world);
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try
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try
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{
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{
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lock (_characters)
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lock (_characters)
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@ -1605,12 +1605,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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step_time -= ODE_STEPSIZE;
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step_time -= ODE_STEPSIZE;
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i++;
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i++;
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}
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//}
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else
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//else
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{
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//{
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fps = 0;
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//fps = 0;
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}
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//}
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}
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//}
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}
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}
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lock (_characters)
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lock (_characters)
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