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authorRobert Adams2013-07-16 09:59:52 -0700
committerRobert Adams2013-07-22 10:27:18 -0700
commitacb7b4a09ad564d1dfae3ad12adbb593ca3942c9 (patch)
tree2e878e0abb0811db75d59a11e34f7479196ae1c4 /OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs
parentBulletSim: move collision processing for linksets from BSPrimLinkable (diff)
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BulletSim: only create vehicle prim actor when vehicles are enabled.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs
index 48d3742..48e74eb 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs
@@ -116,7 +116,7 @@ public class BasicVehicles : OpenSimTestCase
116 // Instead the appropriate values are set and calls are made just the parts of the 116 // Instead the appropriate values are set and calls are made just the parts of the
117 // controller we want to exercise. Stepping the physics engine then applies 117 // controller we want to exercise. Stepping the physics engine then applies
118 // the actions of that one feature. 118 // the actions of that one feature.
119 BSDynamics vehicleActor = TestVehicle.GetVehicleActor(); 119 BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */);
120 if (vehicleActor != null) 120 if (vehicleActor != null)
121 { 121 {
122 vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); 122 vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);