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authorTeravus Ovares2007-11-11 00:08:18 +0000
committerTeravus Ovares2007-11-11 00:08:18 +0000
commitec77e1eb17f032458dbe93c0a1eab5aee604112f (patch)
tree002992e71a443d80b44ebcbf497dfe17ce7a1625 /OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs
parentremoved 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 'OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs4
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,