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authorRobert Adams2017-08-28 15:23:32 -0700
committerRobert Adams2017-08-28 15:23:32 -0700
commit5c36561424c8b093e24c683c2ff6e83410739388 (patch)
tree46290aa706661d88dc1c55b9181de630efc8eba7 /OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs
parentfrozen avatars should not do local teleports. Possible none should not be all... (diff)
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BulletSim: add clock and change logic for taint processing a little
so taints check if they are not in simulation time and execute immediately if not.
Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs')
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs b/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs
index 4ec6f51..8d8fc95 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs
@@ -75,7 +75,7 @@ public sealed class BSShapeCollection : IDisposable
75 // Called at taint-time. 75 // Called at taint-time.
76 public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback) 76 public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback)
77 { 77 {
78 m_physicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape"); 78 m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.GetBodyAndShape");
79 79
80 bool ret = false; 80 bool ret = false;
81 81
@@ -344,7 +344,7 @@ public sealed class BSShapeCollection : IDisposable
344 if (!body.HasPhysicalBody) 344 if (!body.HasPhysicalBody)
345 return; 345 return;
346 346
347 m_physicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody"); 347 m_physicsScene.AssertNotInSimulationTime("BSShapeCollection.DereferenceBody");
348 348
349 lock (m_collectionActivityLock) 349 lock (m_collectionActivityLock)
350 { 350 {