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BulletSim: Default avatar density changed to 3.5 which is WAY closer
to the SL value. Fixed frictin values for physical materials which were just wrong which caused things that should have slipped to not.
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@@ -119,26 +119,26 @@ public static class BSMaterials
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Attributes[(int)MaterialAttributes.Material.Light] =
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new MaterialAttributes("light",dDensity, dFriction, dRestitution);
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Attributes[(int)MaterialAttributes.Material.Avatar] =
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new MaterialAttributes("avatar",60f, 0.2f, 0f);
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new MaterialAttributes("avatar",3.5f, 0.2f, 0f);
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Attributes[(int)MaterialAttributes.Material.Stone + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("stonePhysical",dDensity, 0.8f, 0.4f);
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Attributes[(int)MaterialAttributes.Material.Metal + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("metalPhysical",dDensity, 0.8f, 0.4f);
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new MaterialAttributes("metalPhysical",dDensity, 0.3f, 0.4f);
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Attributes[(int)MaterialAttributes.Material.Glass + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("glassPhysical",dDensity, 0.8f, 0.7f);
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new MaterialAttributes("glassPhysical",dDensity, 0.2f, 0.7f);
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Attributes[(int)MaterialAttributes.Material.Wood + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("woodPhysical",dDensity, 0.8f, 0.5f);
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new MaterialAttributes("woodPhysical",dDensity, 0.6f, 0.5f);
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Attributes[(int)MaterialAttributes.Material.Flesh + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("fleshPhysical",dDensity, 0.8f, 0.3f);
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new MaterialAttributes("fleshPhysical",dDensity, 0.9f, 0.3f);
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Attributes[(int)MaterialAttributes.Material.Plastic + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("plasticPhysical",dDensity, 0.8f, 0.7f);
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new MaterialAttributes("plasticPhysical",dDensity, 0.4f, 0.7f);
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Attributes[(int)MaterialAttributes.Material.Rubber + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("rubberPhysical",dDensity, 0.8f, 0.9f);
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new MaterialAttributes("rubberPhysical",dDensity, 0.9f, 0.9f);
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Attributes[(int)MaterialAttributes.Material.Light + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("lightPhysical",dDensity, dFriction, dRestitution);
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Attributes[(int)MaterialAttributes.Material.Avatar + (int)MaterialAttributes.Material.NumberOfTypes] =
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new MaterialAttributes("avatarPhysical",60f, 0.2f, 0f);
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new MaterialAttributes("avatarPhysical",3.5f, 0.2f, 0f);
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}
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// Under the [BulletSim] section, one can change the individual material
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@@ -351,7 +351,7 @@ public static class BSParam
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(s) => { return AvatarStandingFriction; },
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(s,p,l,v) => { AvatarStandingFriction = v; } ),
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new ParameterDefn("AvatarDensity", "Density of an avatar. Changed on avatar recreation.",
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60f,
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3.5f,
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(s,cf,p,v) => { AvatarDensity = cf.GetFloat(p, v); },
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(s) => { return AvatarDensity; },
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(s,p,l,v) => { s.UpdateParameterObject((x)=>{AvatarDensity=x;}, p, l, v); } ),
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