BulletSim: don't modify angular parameters when doing LIMIT_MOTOR_UP.

It was a dumb idea to try and do a nose over feature for jumping cars anyway.
Add better logging of native shape creation/reuse so can  tell the difference.
This commit is contained in:
Robert Adams
2013-01-15 15:07:38 -08:00
parent 61ff79587b
commit 5d098d8f17
5 changed files with 30 additions and 28 deletions

View File

@@ -215,7 +215,7 @@ public sealed class BSCharacter : BSPhysObject
// Add special movement force to allow avatars to walk up stepped surfaces.
moveForce += WalkUpStairs();
DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
// DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}", LocalID, stepVelocity, _velocity, Mass, moveForce);
PhysicsScene.PE.ApplyCentralImpulse(PhysBody, moveForce);
});
}