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author | Melanie | 2009-10-05 10:17:23 +0100 |
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committer | Melanie | 2009-10-05 10:17:23 +0100 |
commit | 0744292b479446eb1ebec828afafacc0189709ca (patch) | |
tree | 3c43b5f425aff61d3625b75b7aef35ce5062ae56 /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |
parent | Merge branch 'master' into vehicles (diff) | |
parent | Make the asset connector async Get overload return false if the asset (diff) | |
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Merge branch 'master' into vehicles
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b4cfc48..23a7021 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1332,7 +1332,8 @@ if (m_shape != null) { | |||
1332 | bool RigidBody = isPhysical && !isPhantom; | 1332 | bool RigidBody = isPhysical && !isPhantom; |
1333 | 1333 | ||
1334 | // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition | 1334 | // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition |
1335 | if (!isPhantom && !IsAttachment) | 1335 | // or flexible |
1336 | if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) | ||
1336 | { | 1337 | { |
1337 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( | 1338 | PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( |
1338 | Name, | 1339 | Name, |
@@ -3395,8 +3396,8 @@ if (m_shape != null) { | |||
3395 | } | 3396 | } |
3396 | } | 3397 | } |
3397 | 3398 | ||
3398 | 3399 | ||
3399 | if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints | 3400 | if (IsPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints |
3400 | { | 3401 | { |
3401 | AddFlag(PrimFlags.Phantom); | 3402 | AddFlag(PrimFlags.Phantom); |
3402 | if (PhysActor != null) | 3403 | if (PhysActor != null) |