Fix problem with floating avatar by passing avatar size information
to the physics engine. This operation was accidentally removed while in the middle of improving the computation of the avatar height. This is a temp fix until the real solution is added.0.8.0.3
parent
e756457703
commit
9406db3047
|
@ -1579,9 +1579,13 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public void SetSize(Vector3 size, float feetoffset)
|
||||
{
|
||||
// TODO: Merge the physics bits
|
||||
// if (PhysicsActor != null && !IsChildAgent)
|
||||
if (PhysicsActor != null && !IsChildAgent)
|
||||
{
|
||||
// Eventually there will be a physics call that sets avatar size that includes offset info.
|
||||
// For the moment, just set the size as passed.
|
||||
PhysicsActor.Size = size;
|
||||
// PhysicsActor.setAvatarSize(size, feetoffset);
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue