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author | Justin Clark-Casey (justincc) | 2011-04-28 00:59:21 +0100 |
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committer | Justin Clark-Casey (justincc) | 2011-04-28 00:59:21 +0100 |
commit | 50aa93137d052c643a6ed44c32f0b4c5b32da79e (patch) | |
tree | 6a4fee42ba188c6cf7bd030d8888ab85e7b3a45b /OpenSim | |
parent | add the executable bit to all bundled DLLs so that these are preserved when u... (diff) | |
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Fix a bug where physical objects rezzed with an initial velocity by script do not receive this velocity.
This is a minimal fix for the 0.7.1 release, pending a non copy/paste solution.
This hopefully addresses http://opensimulator.org/mantis/view.php?id=5457
The bug was introduced in commit 3ba5eeb
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 6 |
1 files changed, 6 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 0f85925..0b2b01a 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -2039,6 +2039,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2039 | if (rot != null) | 2039 | if (rot != null) |
2040 | group.UpdateGroupRotationR((Quaternion)rot); | 2040 | group.UpdateGroupRotationR((Quaternion)rot); |
2041 | 2041 | ||
2042 | // TODO: This needs to be refactored with the similar code in | ||
2043 | // SceneGraph.AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel) | ||
2044 | // possibly by allowing this method to take a null rotation. | ||
2045 | if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) | ||
2046 | group.RootPart.ApplyImpulse((vel * group.GetMass()), false); | ||
2047 | |||
2042 | // We can only call this after adding the scene object, since the scene object references the scene | 2048 | // We can only call this after adding the scene object, since the scene object references the scene |
2043 | // to find out if scripts should be activated at all. | 2049 | // to find out if scripts should be activated at all. |
2044 | group.CreateScriptInstances(param, true, DefaultScriptEngine, 3); | 2050 | group.CreateScriptInstances(param, true, DefaultScriptEngine, 3); |