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* A bunch of updates to make things more smooth.
** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
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@@ -405,8 +405,15 @@ namespace OpenSim.Region.Physics.OdePlugin
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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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{
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// Don't collide, one or both prim will explode.
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contacts[i].depth = 0f;
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if (contacts[i].depth >= 0.25f)
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{
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// Don't collide, one or both prim will explode.
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((OdePrim)p1).m_taintdisable = true;
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AddPhysicsActorTaint(p1);
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((OdePrim)p2).m_taintdisable = true;
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AddPhysicsActorTaint(p2);
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contacts[i].depth = 0f;
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}
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}
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if (contacts[i].depth >= 1.00f)
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{
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