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BulletSim: tweek step parameters and logic to make walking up steps
closer to SL. This change should address small floor edges acting like walls, approaching a step at any angle (other than walking backwards) will allow walking up, and reducing the avatar pop-up when going up stairs.
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@@ -1070,6 +1070,17 @@
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AvatarHeightMidFudge = 0 ; Adjustment at mid point of avatar height range
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AvatarHeightHighFudge = 0 ; Adjustment at high end of height range
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; Avatar walk-up-stairs parameters
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; If an avatar collides with an object 'close to its feet', the avatar will be
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; moved/pushed up do simulate stepping up.
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;AvatarStepHeight = 0.6f ; The height, below which is considered a step collision.
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;AvatarStepAngle = 0.3f ; The angle from vertical (in radians) to consider a surface a step
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;AvatarStepApproachFactor = 2f ; Approach angle factor. O=straight on, .6=~45 degrees.
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;AvatarStepGroundFudge = 0.1f ; Fudge added to bottom of avatar below which step collisions happen
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;AvatarStepForceFactor = 0f ; Avatar is pushed up by its mass times this factor
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;AvatarStepUpCorrectionFactor = 0.8f ; Avatar is displaced up the collision height times this factor
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;AvatarStepSmoothingSteps = 1 ; Number of frames after a step collision that up correction is applied
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; Terminal velocity of a falling avatar
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; This is the same http://en.wikipedia.org/wiki/Terminal_velocity#Examples
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; negative for a downward speed.
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