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@@ -217,6 +217,7 @@ public sealed class BSCharacter : BSPhysObject
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// 'stepVelocity' is now the speed we'd like the avatar to move in. Turn that into an instantanous force.
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OMV.Vector3 moveForce = (stepVelocity - _velocity) * Mass / PhysicsScene.LastTimeStep;
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+ /*
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// If moveForce is very small, zero things so we don't keep sending microscopic updates to the user
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float moveForceMagnitudeSquared = moveForce.LengthSquared();
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if (moveForceMagnitudeSquared < 0.0001)
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@@ -227,10 +228,12 @@ public sealed class BSCharacter : BSPhysObject
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}
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else
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{
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- DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}",
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- LocalID, stepVelocity, _velocity, Mass, moveForce);
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AddForce(moveForce, false, true);
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}
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+ */
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+ DetailLog("{0},BSCharacter.MoveMotor,move,stepVel={1},vel={2},mass={3},moveForce={4}",
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+ LocalID, stepVelocity, _velocity, Mass, moveForce);
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+ AddForce(moveForce, false, true);
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});
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}
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