Following various discussions on irc and in the OpenSim dev OSGrid meeting last week, change av_capsule_tilted to false by default
This appears to now give better ODE physics response (less sinking into the ground, etc.) Please change it back if this is actually a bad idea for some reason0.6.8-post-fixes
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@ -439,7 +439,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
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avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f);
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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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avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", true);
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avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
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contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
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contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
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@ -543,7 +543,7 @@
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; specifies if the capsule should be tilted (=true; old compatibility mode)
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; specifies if the capsule should be tilted (=true; old compatibility mode)
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; or straight up-and-down (=false; better and more consistent physics behavior)
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; or straight up-and-down (=false; better and more consistent physics behavior)
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av_capsule_tilted = true
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av_capsule_tilted = false
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; used to calculate mass of avatar.
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; used to calculate mass of avatar.
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; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
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; float AVvolume = (float) (Math.PI*Math.Pow(CAPSULE_RADIUS, 2)*CAPSULE_LENGTH);
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