* Friction reduction update.
* It's a known fact that the greater the friction the more computationally intensive a physics simulation with it is....ThreadPoolClientBranch
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			@ -144,7 +144,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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            // This is the *non* moving version.   Use this when an avatar 
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            // isn't moving to keep it in place better
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            TerrainContact.surface.mode |= d.ContactFlags.SoftERP;
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            TerrainContact.surface.mu = 550.0f;
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            TerrainContact.surface.mu = 255.0f;
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            TerrainContact.surface.bounce = 0.1f;
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            TerrainContact.surface.soft_erp = 0.1025f;
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			@ -152,13 +152,13 @@ namespace OpenSim.Region.Physics.OdePlugin
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            // THis is the *non* moving version of friction and bounce 
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            // Use this when an avatar comes in contact with a prim
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            // and is moving
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            AvatarMovementprimContact.surface.mu = 150.0f;
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            AvatarMovementprimContact.surface.mu = 75.0f;
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            AvatarMovementprimContact.surface.bounce = 0.1f;
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            // Terrain contact friction bounce and various error correcting calculations
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            // Use this when an avatar is in contact with the terrain and moving.
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            AvatarMovementTerrainContact.surface.mode |= d.ContactFlags.SoftERP;
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            AvatarMovementTerrainContact.surface.mu = 150.0f;
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            AvatarMovementTerrainContact.surface.mu = 75.0f;
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            AvatarMovementTerrainContact.surface.bounce = 0.1f;
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            AvatarMovementTerrainContact.surface.soft_erp = 0.1025f;
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