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Merge branch 'master' into careminster
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@@ -1042,12 +1042,12 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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VehicleVelocity += linearMotorVelocityW;
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// Friction reduces vehicle motion
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Vector3 frictionFactor = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep);
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VehicleVelocity -= (VehicleVelocity * frictionFactor);
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Vector3 frictionFactorW = ComputeFrictionFactor(m_linearFrictionTimescale, pTimestep) * VehicleOrientation;
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VehicleVelocity -= (VehicleVelocity * frictionFactorW);
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VDetailLog("{0}, MoveLinear,velocity,origVelW={1},velV={2},correctV={3},correctW={4},newVelW={5},fricFact={6}",
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ControllingPrim.LocalID, origVelW, currentVelV, linearMotorCorrectionV,
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linearMotorVelocityW, VehicleVelocity, frictionFactor);
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linearMotorVelocityW, VehicleVelocity, frictionFactorW);
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}
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public void ComputeLinearTerrainHeightCorrection(float pTimestep)
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@@ -1340,10 +1340,10 @@ namespace OpenSim.Region.Physics.BulletSPlugin
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VehicleRotationalVelocity += angularMotorContributionV * VehicleOrientation;
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// Reduce any velocity by friction.
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Vector3 frictionFactor = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep);
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VehicleRotationalVelocity -= (VehicleRotationalVelocity * frictionFactor);
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Vector3 frictionFactorW = ComputeFrictionFactor(m_angularFrictionTimescale, pTimestep) * VehicleOrientation;
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VehicleRotationalVelocity -= (VehicleRotationalVelocity * frictionFactorW);
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VDetailLog("{0}, MoveAngular,angularTurning,angularMotorContrib={1}", ControllingPrim.LocalID, angularMotorContributionV);
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VDetailLog("{0}, MoveAngular,angularTurning,angContribV={1}", ControllingPrim.LocalID, angularMotorContributionV);
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}
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// From http://wiki.secondlife.com/wiki/Linden_Vehicle_Tutorial:
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