diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs index e19b5b3061..3b77e49566 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSCharacter.cs @@ -217,6 +217,7 @@ public sealed class BSCharacter : BSPhysObject // 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force. OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass / PhysicsScene.LastTimeStep; + /* // If moveForce is very small, zero things so we don't keep sending microscopic updates to the user float moveForceMagnitudeSquared = moveForce.LengthSquared(); if (moveForceMagnitudeSquared < 0.0001) @@ -227,10 +228,12 @@ public sealed class BSCharacter : BSPhysObject } else { - DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", - LocalID, stepVelocity, _velocity, Mass, moveForce); AddForce(moveForce, false, true); } + */ + DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", + LocalID, stepVelocity, _velocity, Mass, moveForce); + AddForce(moveForce, false, true); }); } diff --git a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs index b909b38189..b361498148 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BulletSimAPI.cs @@ -80,7 +80,7 @@ public enum FixedShapeKey : ulong KEY_SPHERE = 2, KEY_CONE = 3, KEY_CYLINDER = 4, - KEY_CAPSULE = 5, + KEY_CAPSULE = 5, KEY_AVATAR = 6, }