BulletSim: small fix to avatar movement motor use which keeps avatar from flying up forever. This doesn't fix the overall problem but keeps avatar flying from being totally unusable.

This commit is contained in:
Robert Adams
2012-12-21 10:04:12 -08:00
parent 8c99f63239
commit 2e3e95e846

View File

@@ -763,7 +763,8 @@ public sealed class BSCharacter : BSPhysObject
// and that velocity component must be retained.
float timeStep = 0.089f; // DEBUG DEBUG FIX FIX FIX
OMV.Vector3 stepVelocity = _velocityMotor.Step(timeStep);
stepVelocity.Z += entprop.Velocity.Z;
// Remove next line so avatars don't fly up forever. DEBUG DEBUG this is only temporary.
// stepVelocity.Z += entprop.Velocity.Z;
_velocity = stepVelocity;
BulletSimAPI.SetLinearVelocity2(PhysBody.ptr, _velocity);
/*