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author | MW | 2007-08-23 17:21:08 +0000 |
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committer | MW | 2007-08-23 17:21:08 +0000 |
commit | 0d5311e49bf5700efcf779bfa4bc83a00585c424 (patch) | |
tree | 168ea226f01a7e486f4dd6f288ef00afdd67ff68 /OpenSim.FxCop | |
parent | grouping of functions to make the overall logic easier to grasp for people, (diff) | |
download | opensim-SC-0d5311e49bf5700efcf779bfa4bc83a00585c424.zip opensim-SC-0d5311e49bf5700efcf779bfa4bc83a00585c424.tar.gz opensim-SC-0d5311e49bf5700efcf779bfa4bc83a00585c424.tar.bz2 opensim-SC-0d5311e49bf5700efcf779bfa4bc83a00585c424.tar.xz |
Added RemovePrim method to the physics plugins interface.
Implemented that method in ODE plugin.
Hooked it up so when deleting/taking prims into your inventory they will be removed from physics engine.
Enabled the other physics hook ups in Scene.cs (and also added registering prims with physics plugin when they are rezzed from Inventory.)
So now to get the avatar to prim collision testing working, just change to use the ODE plugin (in the OpenSim.ini file, physics = OpenDynamicsEngine). Remember though ODE only really works (without problems) when running with a single region.
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