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author | Teravus Ovares | 2008-02-17 10:41:08 +0000 |
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committer | Teravus Ovares | 2008-02-17 10:41:08 +0000 |
commit | 19e0ada93af347cff93a3950f66abe245399f8b2 (patch) | |
tree | 7578573f583e3037e19fc2db471209ea172f0b1c /OpenSim/Region/Physics/Manager/CollisionLocker.cs | |
parent | Thank you very much, ChrisDown for a patch to (diff) | |
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* Located and destroyed the weird velocity and rotation transfers. It turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR.
* Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore.
* Avatars don't float off either.
Diffstat (limited to 'OpenSim/Region/Physics/Manager/CollisionLocker.cs')
-rw-r--r-- | OpenSim/Region/Physics/Manager/CollisionLocker.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/Manager/CollisionLocker.cs b/OpenSim/Region/Physics/Manager/CollisionLocker.cs index 8c2e702..98e9736 100644 --- a/OpenSim/Region/Physics/Manager/CollisionLocker.cs +++ b/OpenSim/Region/Physics/Manager/CollisionLocker.cs | |||
@@ -35,7 +35,7 @@ namespace OpenSim.Region.Physics.Manager | |||
35 | public class CollisionLocker | 35 | public class CollisionLocker |
36 | { | 36 | { |
37 | 37 | ||
38 | private bool locked = false; | 38 | |
39 | private List<IntPtr> worldlock = new List<IntPtr>(); | 39 | private List<IntPtr> worldlock = new List<IntPtr>(); |
40 | public CollisionLocker() | 40 | public CollisionLocker() |
41 | { | 41 | { |