aboutsummaryrefslogtreecommitdiffstatshomepage
diff options
context:
space:
mode:
authorteravus2013-03-06 17:02:53 -0500
committerteravus2013-03-06 17:02:53 -0500
commitf954c53ddb009009e386a4046857cc20d0fd656c (patch)
treeea288888875368fc0cae76c83aaa8e0574279504
parentMerge branch 'avination' into careminster (diff)
downloadopensim-SC-f954c53ddb009009e386a4046857cc20d0fd656c.zip
opensim-SC-f954c53ddb009009e386a4046857cc20d0fd656c.tar.gz
opensim-SC-f954c53ddb009009e386a4046857cc20d0fd656c.tar.bz2
opensim-SC-f954c53ddb009009e386a4046857cc20d0fd656c.tar.xz
* Separate two if trees that got merged into one if tree with borked logic.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs27
1 files changed, 25 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 7cab841..e22cf47 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -4574,7 +4574,8 @@ namespace OpenSim.Region.Framework.Scenes
4574 if (ParentGroup.RootPart == this) 4574 if (ParentGroup.RootPart == this)
4575 AngularVelocity = new Vector3(0, 0, 0); 4575 AngularVelocity = new Vector3(0, 0, 0);
4576 } 4576 }
4577 else if (SetVD != wasVD) 4577
4578 else
4578 { 4579 {
4579 if (ParentGroup.Scene.CollidablePrims) 4580 if (ParentGroup.Scene.CollidablePrims)
4580 { 4581 {
@@ -4620,9 +4621,31 @@ namespace OpenSim.Region.Framework.Scenes
4620 UpdatePhysicsSubscribedEvents(); 4621 UpdatePhysicsSubscribedEvents();
4621 } 4622 }
4622 } 4623 }
4623 4624 if (SetVD)
4625 {
4626 // If the above logic worked (this is urgent candidate to unit tests!)
4627 // we now have a physicsactor.
4628 // Defensive programming calls for a check here.
4629 // Better would be throwing an exception that could be catched by a unit test as the internal
4630 // logic should make sure, this Physactor is always here.
4631 if (pa != null)
4632 {
4633 pa.SetVolumeDetect(1);
4634 AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4635 VolumeDetectActive = true;
4636 }
4624 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4637 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4638 }
4639 else if (SetVD != wasVD)
4640 {
4641 // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
4642 // (mumbles, well, at least if you have infinte CPU powers :-))
4643 if (pa != null)
4644 pa.SetVolumeDetect(0);
4625 4645
4646 RemFlag(PrimFlags.Phantom);
4647 VolumeDetectActive = false;
4648 }
4626 // and last in case we have a new actor and not building 4649 // and last in case we have a new actor and not building
4627 4650
4628 if (ParentGroup != null) 4651 if (ParentGroup != null)