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author | Justin Clark-Casey (justincc) | 2011-07-22 19:23:38 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-07-22 19:23:38 +0100 |
commit | aadc4eb3b8d1c4a30cee7b69efac9197a974f45b (patch) | |
tree | 003517e08cd61bccc1263ab992d09c576aa25ab4 /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |
parent | Thank you, Michelle Argus, for a patch that adds reading the agent limit (diff) | |
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Fix problem where sculpts were not getting physical proxies
Fixed this by inspecting Shape.SculptEntry at various places instead of Shape.SculptType. Sculpties actually have a SculptType of Cylinder - only true mesh is SculptType.Mesh
This addresses http://opensimulator.org/mantis/view.php?id=5595
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 4629757..5791b95 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1038,7 +1038,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1038 | { | 1038 | { |
1039 | actor.Size = m_shape.Scale; | 1039 | actor.Size = m_shape.Scale; |
1040 | 1040 | ||
1041 | if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh) | 1041 | if (Shape.SculptEntry) |
1042 | CheckSculptAndLoad(); | 1042 | CheckSculptAndLoad(); |
1043 | else | 1043 | else |
1044 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 1044 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |
@@ -1906,7 +1906,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1906 | 1906 | ||
1907 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the | 1907 | // If this part is a sculpt then delay the physics update until we've asynchronously loaded the |
1908 | // mesh data. | 1908 | // mesh data. |
1909 | if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh) | 1909 | if (Shape.SculptEntry) |
1910 | CheckSculptAndLoad(); | 1910 | CheckSculptAndLoad(); |
1911 | else | 1911 | else |
1912 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); | 1912 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); |