diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 19d87c29a7..363051062f 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -1269,7 +1269,7 @@ namespace OpenSim.Region.Physics.OdePlugin // m_taintForce = Vector3.Zero. Need to lock ProcessTaints() when we set a new tainted force. doForce(m_taintForce); } - + m_taintForce = Vector3.Zero; } diff --git a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs index ea6af3a1be..2f9a54bb60 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODEPrim.cs @@ -2250,7 +2250,10 @@ Console.WriteLine(" JointCreateFixed"); { if (!m_isSelected) { + // Not sure exactly why this sleep is here, but from experimentation it appears to stop an avatar + // walking through a default rez size prim if it keeps kicking it around - justincc. Thread.Sleep(20); + if (IsPhysical) { if (Body != IntPtr.Zero)