diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index c4aaebef99..9baee0566f 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -2374,7 +2374,7 @@ namespace OpenSim.Region.Framework.Scenes { if (direc.Z > 2.0f) { - direc.Z *= 3.0f; + direc.Z *= 2.5f; // TODO: PreJump and jump happen too quickly. Many times prejump gets ignored. Animator.TrySetMovementAnimation("PREJUMP"); diff --git a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs index 6d1f41da05..8397eb4331 100644 --- a/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs +++ b/OpenSim/Region/Physics/OdePlugin/ODECharacter.cs @@ -114,6 +114,11 @@ namespace OpenSim.Region.Physics.OdePlugin private float m_tainted_CAPSULE_LENGTH; // set when the capsule length changes. + /// + /// Base movement for calculating tilt. + /// + private float m_tiltBaseMovement = (float)Math.Sqrt(2); + /// /// Used to introduce a fixed tilt because a straight-up capsule falls through terrain, probably a bug in terrain collider /// @@ -524,14 +529,14 @@ namespace OpenSim.Region.Physics.OdePlugin if (movementVector.Y > 0) { // northeast - movementVector.X = (float)Math.Sqrt(2.0); - movementVector.Y = (float)Math.Sqrt(2.0); + movementVector.X = m_tiltBaseMovement; + movementVector.Y = m_tiltBaseMovement; } else { // southeast - movementVector.X = (float)Math.Sqrt(2.0); - movementVector.Y = -(float)Math.Sqrt(2.0); + movementVector.X = m_tiltBaseMovement; + movementVector.Y = -m_tiltBaseMovement; } } else @@ -540,14 +545,14 @@ namespace OpenSim.Region.Physics.OdePlugin if (movementVector.Y > 0) { // northwest - movementVector.X = -(float)Math.Sqrt(2.0); - movementVector.Y = (float)Math.Sqrt(2.0); + movementVector.X = -m_tiltBaseMovement; + movementVector.Y = m_tiltBaseMovement; } else { // southwest - movementVector.X = -(float)Math.Sqrt(2.0); - movementVector.Y = -(float)Math.Sqrt(2.0); + movementVector.X = -m_tiltBaseMovement; + movementVector.Y = -m_tiltBaseMovement; } } diff --git a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs index 598530c50f..842ff916dc 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdeScene.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdeScene.cs @@ -181,8 +181,15 @@ namespace OpenSim.Region.Physics.OdePlugin private float avPIDP = 1400f; private float avCapRadius = 0.37f; private float avStandupTensor = 2000000f; - private bool avCapsuleTilted = true; // true = old compatibility mode with leaning capsule; false = new corrected mode - public bool IsAvCapsuleTilted { get { return avCapsuleTilted; } set { avCapsuleTilted = value; } } + + /// + /// true = old compatibility mode with leaning capsule; false = new corrected mode + /// + /// + /// Even when set to false, the capsule still tilts but this is done in a different way. + /// + public bool IsAvCapsuleTilted { get; private set; } + private float avDensity = 80f; // private float avHeightFudgeFactor = 0.52f; private float avMovementDivisorWalk = 1.3f; @@ -501,7 +508,7 @@ namespace OpenSim.Region.Physics.OdePlugin avMovementDivisorWalk = physicsconfig.GetFloat("av_movement_divisor_walk", 1.3f); avMovementDivisorRun = physicsconfig.GetFloat("av_movement_divisor_run", 0.8f); avCapRadius = physicsconfig.GetFloat("av_capsule_radius", 0.37f); - avCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false); + IsAvCapsuleTilted = physicsconfig.GetBoolean("av_capsule_tilted", false); contactsPerCollision = physicsconfig.GetInt("contacts_per_collision", 80);