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authorTeravus Ovares2008-02-23 11:42:55 +0000
committerTeravus Ovares2008-02-23 11:42:55 +0000
commit27508c1ad87786935dbf28aa217bcbe55a9aa645 (patch)
tree0ae701c00cb8e92ab6416fb6688afeb536960b6e /OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
parent* Reduced size of 'startup complete message' by several thousand lines. (diff)
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* Added Support within the ODEPlugin for Selected. Which means that;
* When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
Diffstat (limited to 'OpenSim/Region/Physics/POSPlugin/POSPlugin.cs')
-rw-r--r--OpenSim/Region/Physics/POSPlugin/POSPlugin.cs10
1 files changed, 10 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
index 6d1bec7..9d70ac8 100644
--- a/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
+++ b/OpenSim/Region/Physics/POSPlugin/POSPlugin.cs
@@ -357,6 +357,11 @@ namespace OpenSim.Region.Physics.POSPlugin
357 set { return; } 357 set { return; }
358 } 358 }
359 359
360 public override uint LocalID
361 {
362 set { return; }
363 }
364
360 public override bool Grabbed 365 public override bool Grabbed
361 { 366 {
362 set { return; } 367 set { return; }
@@ -645,6 +650,11 @@ namespace OpenSim.Region.Physics.POSPlugin
645 set { return; } 650 set { return; }
646 } 651 }
647 652
653 public override uint LocalID
654 {
655 set { return; }
656 }
657
648 public override bool Grabbed 658 public override bool Grabbed
649 { 659 {
650 set { return; } 660 set { return; }