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* Mostly ODE update. Things are a bit more behaved then the last experimental update.
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@@ -338,7 +338,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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{
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//This is disabled at the moment only because it needs more tweaking
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//It will eventually be uncommented
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/*
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if (contacts[i].depth >= 1.00f)
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{
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//MainLog.Instance.Debug("PHYSICS",contacts[i].depth.ToString());
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@@ -350,6 +350,8 @@ namespace OpenSim.Region.Physics.OdePlugin
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(p1.PhysicsActorType == (int) ActorTypes.Agent &&
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p2.PhysicsActorType == (int) ActorTypes.Prim))
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{
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//contacts[i].depth = contacts[i].depth * 4.15f;
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/*
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if (p2.PhysicsActorType == (int) ActorTypes.Agent)
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{
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p2.CollidingObj = true;
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@@ -380,8 +382,9 @@ namespace OpenSim.Region.Physics.OdePlugin
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//contacts[i].depth = 0.0000000f;
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}
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*/
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}
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*/
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// If you interpenetrate a prim with another prim
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if (p1.PhysicsActorType == (int) ActorTypes.Prim && p2.PhysicsActorType == (int) ActorTypes.Prim)
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