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Massive tab and trailing space cleanup
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@@ -64,9 +64,9 @@ public sealed class BSCharacter : BSPhysObject
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private OMV.Vector3 _PIDTarget;
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private float _PIDTau;
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// public override OMV.Vector3 RawVelocity
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// { get { return base.RawVelocity; }
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// set {
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// public override OMV.Vector3 RawVelocity
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// { get { return base.RawVelocity; }
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// set {
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// if (value != base.RawVelocity)
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// Util.PrintCallStack();
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// Console.WriteLine("Set rawvel to {0}", value);
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@@ -82,7 +82,7 @@ public sealed class BSCharacter : BSPhysObject
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: base(parent_scene, localID, avName, "BSCharacter")
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{
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_physicsActorType = (int)ActorTypes.Agent;
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RawPosition = pos;
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RawPosition = pos;
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_flying = isFlying;
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RawOrientation = OMV.Quaternion.Identity;
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@@ -819,7 +819,7 @@ public sealed class BSCharacter : BSPhysObject
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// 0.001m/s. Bullet introduces a lot of jitter in the velocity which causes many
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// extra updates.
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//
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// XXX: Contrary to the above comment, setting an update threshold here above 0.4 actually introduces jitter to
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// XXX: Contrary to the above comment, setting an update threshold here above 0.4 actually introduces jitter to
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// avatar movement rather than removes it. The larger the threshold, the bigger the jitter.
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// This is most noticeable in level flight and can be seen with
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// the "show updates" option in a viewer. With an update threshold, the RawVelocity cycles between a lower
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