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authorMelanie2013-05-30 21:48:09 +0100
committerMelanie2013-05-30 21:48:09 +0100
commit669fa3ff9ab911dc7ee686b47e49a65f67a0a809 (patch)
tree6ea7f58cc6365595281f823f3994d2d22299ee40 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentMerge branch 'master' into careminster (diff)
parentTry caching the user name for a new agent earlier on in the process of establ... (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/OptionalModules/Avatar/Voice/VivoxVoice/VivoxVoiceModule.cs
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs5
1 files changed, 4 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index f5b0361..e11e365 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -511,7 +511,10 @@ public class BSPrim : BSPhysObject
511 511
512 PhysScene.TaintedObject("setVehicleType", delegate() 512 PhysScene.TaintedObject("setVehicleType", delegate()
513 { 513 {
514 ZeroMotion(true /* inTaintTime */); 514 // Some vehicle scripts change vehicle type on the fly as an easy way to
515 // change all the parameters. Like a plane changing to CAR when on the
516 // ground. In this case, don't want to zero motion.
517 // ZeroMotion(true /* inTaintTime */);
515 VehicleActor.ProcessTypeChange(type); 518 VehicleActor.ProcessTypeChange(type);
516 ActivateIfPhysical(false); 519 ActivateIfPhysical(false);
517 }); 520 });