Add [BulletSim] option AvatarToAvatarCollisionsByDefault to control whether avatars collide. This is true by default.

This is implemented with a new collision type (PhantomToOthersAvatar) to potentially allow colliding and non-colliding avatars to be present in the same scene.
So there is no provision yet for giving avatars different collision types.
This commit replaces the temporary change in commit f3eaa6d8 where avatars would never collide when using BulletSim
This is equivalent to the av_av_collisions_off option in ODE.
This commit is contained in:
Justin Clark-Casey (justincc)
2014-11-20 21:28:12 +00:00
parent 3a296a817b
commit 124be38f74
5 changed files with 24 additions and 3 deletions

View File

@@ -619,6 +619,11 @@
; ForwardOfflineGroupMessages = true
[BulletSim]
;# {AvatarToAvatarCollisionsByDefault} {[Startup]physics:BulletSim} {Should avatars collide with each other?} {true false} true
AvatarToAvatarCollisionsByDefault = true
[ODEPhysicsSettings]
;# {mesh_sculpted_prim} {[Startup]physics:OpenDynamicsEngine} {Mesh sculpties so they collide as they look?} {true false} true
;; Do we want to mesh sculpted prim to collide like they look?