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BulletSim: reduce avatar walking stopped threshold.
Add parameter for setting the walking stopped threshold. This fixes the slight jump when an avatar stops walking.
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@@ -128,6 +128,7 @@ public class BSActorAvatarMove : BSActor
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BSMotor.Infinite, // decay time scale
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1f // efficiency
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);
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m_velocityMotor.ErrorZeroThreshold = BSParam.AvatarStopZeroThreshold;
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// _velocityMotor.PhysicsScene = PhysicsScene; // DEBUG DEBUG so motor will output detail log messages.
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SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
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@@ -134,6 +134,7 @@ public static class BSParam
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public static float AvatarHeightMidFudge { get; private set; }
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public static float AvatarHeightHighFudge { get; private set; }
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public static float AvatarContactProcessingThreshold { get; private set; }
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public static float AvatarStopZeroThreshold { get; private set; }
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public static int AvatarJumpFrames { get; private set; }
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public static float AvatarBelowGroundUpCorrectionMeters { get; private set; }
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public static float AvatarStepHeight { get; private set; }
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@@ -575,6 +576,8 @@ public static class BSParam
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0.1f ),
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new ParameterDefn<float>("AvatarContactProcessingThreshold", "Distance from capsule to check for collisions",
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0.1f ),
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new ParameterDefn<float>("AvatarStopZeroThreshold", "Movement velocity below which avatar is assumed to be stopped",
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0.1f ),
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new ParameterDefn<float>("AvatarBelowGroundUpCorrectionMeters", "Meters to move avatar up if it seems to be below ground",
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1.0f ),
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new ParameterDefn<int>("AvatarJumpFrames", "Number of frames to allow jump forces. Changes jump height.",
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