Merge branch 'master' into careminster
commit
fdd4d787a4
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@ -2374,7 +2374,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (direc.Z > 2.0f)
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{
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direc.Z *= 3.0f;
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direc.Z *= 2.5f;
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// TODO: PreJump and jump happen too quickly. Many times prejump gets ignored.
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Animator.TrySetMovementAnimation("PREJUMP");
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@ -114,6 +114,11 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes.
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/// <summary>
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/// Base movement for calculating tilt.
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/// </summary>
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private float m_tiltBaseMovement = (float)Math.Sqrt(2);
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/// <summary>
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/// Used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider
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/// </summary>
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@ -524,14 +529,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (movementVector.Y > 0)
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{
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// northeast
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movementVector.X = (float)Math.Sqrt(2.0);
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movementVector.Y = (float)Math.Sqrt(2.0);
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movementVector.X = m_tiltBaseMovement;
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movementVector.Y = m_tiltBaseMovement;
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}
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else
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{
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// southeast
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movementVector.X = (float)Math.Sqrt(2.0);
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movementVector.Y = -(float)Math.Sqrt(2.0);
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movementVector.X = m_tiltBaseMovement;
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movementVector.Y = -m_tiltBaseMovement;
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}
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}
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else
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@ -540,14 +545,14 @@ namespace OpenSim.Region.Physics.OdePlugin
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if (movementVector.Y > 0)
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{
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// northwest
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movementVector.X = -(float)Math.Sqrt(2.0);
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movementVector.Y = (float)Math.Sqrt(2.0);
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movementVector.X = -m_tiltBaseMovement;
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movementVector.Y = m_tiltBaseMovement;
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}
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else
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{
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// southwest
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movementVector.X = -(float)Math.Sqrt(2.0);
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movementVector.Y = -(float)Math.Sqrt(2.0);
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movementVector.X = -m_tiltBaseMovement;
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movementVector.Y = -m_tiltBaseMovement;
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}
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}
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@ -181,8 +181,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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private float avPIDP = 1400f;
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private float avCapRadius = 0.37f;
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private float avStandupTensor = 2000000f;
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private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode
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public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } }
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/// <summary>
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/// true = old compatibility mode with leaning capsule; false = new corrected mode
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/// </summary>
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/// <remarks>
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/// Even when set to false, the capsule still tilts but this is done in a different way.
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/// </remarks>
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public bool IsAvCapsuleTilted { get; private set; }
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private float avDensity = 80f;
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// private float avHeightFudgeFactor = 0.52f;
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private float avMovementDivisorWalk = 1.3f;
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@ -501,7 +508,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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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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avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f);
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avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
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IsAvCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false);
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contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);
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