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authorteravus2013-08-20 21:09:17 -0500
committerteravus2013-08-20 21:09:17 -0500
commita6af561660759ef7625d88213b7d43b76e687280 (patch)
tree0b34e5e2f49888b45a6c8efa4fde40b44971acc2 /OpenSim/Region/Framework
parentFix build break from last commit a3e1b27 on mono 2.4.3 (diff)
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* Fix some threading issues in BulletXNA (the managed bullet library), this should better allow you to run it in multiple region scenarios (but why would you really want to do that?) Source in OpenSimLibs.
* Fixed a null ref during shutdown.
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs5
1 files changed, 3 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index eb3af42..c9ff4f3 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -4089,7 +4089,7 @@ namespace OpenSim.Region.Framework.Scenes
4089 // For now, we use the NINJA naming scheme for identifying joints. 4089 // For now, we use the NINJA naming scheme for identifying joints.
4090 // In the future, we can support other joint specification schemes such as a 4090 // In the future, we can support other joint specification schemes such as a
4091 // custom checkbox in the viewer GUI. 4091 // custom checkbox in the viewer GUI.
4092 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints) 4092 if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
4093 { 4093 {
4094 return IsHingeJoint() || IsBallJoint(); 4094 return IsHingeJoint() || IsBallJoint();
4095 } 4095 }
@@ -4413,7 +4413,8 @@ namespace OpenSim.Region.Framework.Scenes
4413 public void RemoveFromPhysics() 4413 public void RemoveFromPhysics()
4414 { 4414 {
4415 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this); 4415 ParentGroup.Scene.EventManager.TriggerObjectRemovedFromPhysicalScene(this);
4416 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor); 4416 if (ParentGroup.Scene.PhysicsScene != null)
4417 ParentGroup.Scene.PhysicsScene.RemovePrim(PhysActor);
4417 PhysActor = null; 4418 PhysActor = null;
4418 } 4419 }
4419 4420