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-rw-r--r--OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs12
1 files changed, 12 insertions, 0 deletions
diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
index 9c62775..fbbbfdc 100644
--- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
+++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
@@ -1987,6 +1987,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
1987 1987
1988//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type 1988//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type
1989// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition; 1989// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
1990
1991 // So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
1992 // is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
1993 // It's perfectly okay when the object is not an active physical body though.
1994 // So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
1995 // but only if the object is not physial and active. This is important for rotating doors.
1996 // without the absoluteposition = absoluteposition happening, the doors do not move in the physics
1997 // scene
1998 if (part.PhysActor != null && !part.PhysActor.IsPhysical)
1999 {
2000 part.ParentGroup.ResetChildPrimPhysicsPositions();
2001 }
1990 } 2002 }
1991 2003
1992 /// <summary> 2004 /// <summary>