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authorMelanie2012-03-07 01:03:26 +0000
committerMelanie2012-03-07 01:03:26 +0000
commit776936268705940bfb13d10d6b6824ef20eb99cb (patch)
treee8e8a2023674d79e169490302fd2b12a38c6cd8a /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentStop individually deleting objects at the end of each ObjectTortureTest. (diff)
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Always zero the PhysActor on dupes to prevent side effects on the orignal prim
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs5
1 files changed, 1 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 65905a0..439b718 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1546,10 +1546,7 @@ namespace OpenSim.Region.Framework.Scenes
1546 if (userExposed) 1546 if (userExposed)
1547 dupe.UUID = UUID.Random(); 1547 dupe.UUID = UUID.Random();
1548 1548
1549 //memberwiseclone means it also clones the physics actor reference 1549 dupe.PhysActor = null;
1550 // This will make physical prim 'bounce' if not set to null.
1551 if (!userExposed)
1552 dupe.PhysActor = null;
1553 1550
1554 dupe.OwnerID = AgentID; 1551 dupe.OwnerID = AgentID;
1555 dupe.GroupID = GroupID; 1552 dupe.GroupID = GroupID;