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authorJustin Clark-Casey (justincc)2011-07-08 17:58:01 +0100
committerJustin Clark-Casey (justincc)2011-07-08 17:58:01 +0100
commit1dcad4ac6616a21216eeb139c901d98eed9169db (patch)
tree474a8163d29c157baa172480ac9456b235ed0624 /OpenSim/Region/Framework
parentSwitch the MeshUploadFlag CAP module on and off with the existing config Allo... (diff)
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minor: commented out log lines for future use and very small code tidy
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs4
1 files changed, 4 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index f3879f0..cd5046a 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1564,6 +1564,8 @@ namespace OpenSim.Region.Framework.Scenes
1564 /// <param name="m_physicalPrim"></param> 1564 /// <param name="m_physicalPrim"></param>
1565 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim) 1565 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim)
1566 { 1566 {
1567// m_log.DebugFormat("[SCENE OBJECT PART]: Applying physics to {0} {1} {2}", Name, LocalId, UUID);
1568
1567 bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim); 1569 bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim);
1568 bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0); 1570 bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0);
1569 1571
@@ -1584,6 +1586,8 @@ namespace OpenSim.Region.Framework.Scenes
1584 // or flexible 1586 // or flexible
1585 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1587 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1586 { 1588 {
1589// m_log.DebugFormat("[SCENE OBJECT PART]: Creating PhysActor for {0} {1} {2}", Name, LocalId, UUID);
1590
1587 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1591 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1588 LocalId, 1592 LocalId,
1589 string.Format("{0}/{1}", Name, UUID), 1593 string.Format("{0}/{1}", Name, UUID),