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author | Teravus Ovares | 2007-11-11 00:08:18 +0000 |
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committer | Teravus Ovares | 2007-11-11 00:08:18 +0000 |
commit | ec77e1eb17f032458dbe93c0a1eab5aee604112f (patch) | |
tree | 002992e71a443d80b44ebcbf497dfe17ce7a1625 /OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | |
parent | removed OdePlugin/Meshing directory (diff) | |
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* adds flag in OpenSim.ini for disabling physical prim. Look at OpenSim.ini.example in the bin folder for an example.
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs index e0ddec5..c2bb019 100644 --- a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs +++ b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | |||
@@ -44,7 +44,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
44 | m_innerScene.AddEntity(obj); | 44 | m_innerScene.AddEntity(obj); |
45 | 45 | ||
46 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); | 46 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); |
47 | bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0); | 47 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); |
48 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) | 48 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) |
49 | rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( | 49 | rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( |
50 | rootPart.Name, | 50 | rootPart.Name, |
@@ -110,7 +110,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
110 | m_innerScene.AddEntityFromStorage(obj); | 110 | m_innerScene.AddEntityFromStorage(obj); |
111 | 111 | ||
112 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); | 112 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); |
113 | bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0); | 113 | bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim); |
114 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) | 114 | if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0) |
115 | rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( | 115 | rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape( |
116 | rootPart.Name, | 116 | rootPart.Name, |