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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs2
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs4
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
3 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index f745169..42ac9aa 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1467,6 +1467,7 @@ namespace OpenSim.Region.Framework.Scenes
1467 1467
1468 newPart.PhysActor 1468 newPart.PhysActor
1469 = m_scene.PhysicsScene.AddPrimShape( 1469 = m_scene.PhysicsScene.AddPrimShape(
1470 part.LocalId,
1470 string.Format("{0}/{1}", part.Name, part.UUID), 1471 string.Format("{0}/{1}", part.Name, part.UUID),
1471 pbs, 1472 pbs,
1472 part.AbsolutePosition, 1473 part.AbsolutePosition,
@@ -1474,7 +1475,6 @@ namespace OpenSim.Region.Framework.Scenes
1474 part.RotationOffset, 1475 part.RotationOffset,
1475 part.PhysActor.IsPhysical); 1476 part.PhysActor.IsPhysical);
1476 1477
1477 newPart.PhysActor.LocalID = part.LocalId;
1478 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1478 newPart.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
1479 } 1479 }
1480 } 1480 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index a215b20..c6d8c73 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1582,6 +1582,7 @@ namespace OpenSim.Region.Framework.Scenes
1582 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) 1582 if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
1583 { 1583 {
1584 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 1584 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
1585 LocalId,
1585 string.Format("{0}/{1}", Name, UUID), 1586 string.Format("{0}/{1}", Name, UUID),
1586 Shape, 1587 Shape,
1587 AbsolutePosition, 1588 AbsolutePosition,
@@ -1594,7 +1595,6 @@ namespace OpenSim.Region.Framework.Scenes
1594 { 1595 {
1595 PhysActor.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info 1596 PhysActor.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info
1596 PhysActor.SOPDescription = this.Description; 1597 PhysActor.SOPDescription = this.Description;
1597 PhysActor.LocalID = LocalId;
1598 DoPhysicsPropertyUpdate(RigidBody, true); 1598 DoPhysicsPropertyUpdate(RigidBody, true);
1599 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); 1599 PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
1600 } 1600 }
@@ -4410,6 +4410,7 @@ namespace OpenSim.Region.Framework.Scenes
4410 { 4410 {
4411 // It's not phantom anymore. So make sure the physics engine get's knowledge of it 4411 // It's not phantom anymore. So make sure the physics engine get's knowledge of it
4412 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( 4412 PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
4413 LocalId,
4413 string.Format("{0}/{1}", Name, UUID), 4414 string.Format("{0}/{1}", Name, UUID),
4414 Shape, 4415 Shape,
4415 AbsolutePosition, 4416 AbsolutePosition,
@@ -4420,7 +4421,6 @@ namespace OpenSim.Region.Framework.Scenes
4420 pa = PhysActor; 4421 pa = PhysActor;
4421 if (pa != null) 4422 if (pa != null)
4422 { 4423 {
4423 pa.LocalID = LocalId;
4424 DoPhysicsPropertyUpdate(UsePhysics, true); 4424 DoPhysicsPropertyUpdate(UsePhysics, true);
4425 if (m_parentGroup != null) 4425 if (m_parentGroup != null)
4426 { 4426 {
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index f6295b1..80aafd0 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3295,7 +3295,7 @@ namespace OpenSim.Region.Framework.Scenes
3295 Vector3 pVec = AbsolutePosition; 3295 Vector3 pVec = AbsolutePosition;
3296 3296
3297 // Old bug where the height was in centimeters instead of meters 3297 // Old bug where the height was in centimeters instead of meters
3298 m_physicsActor = scene.AddAvatar(Firstname + "." + Lastname, pVec, 3298 m_physicsActor = scene.AddAvatar(LocalId, Firstname + "." + Lastname, pVec,
3299 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying); 3299 new Vector3(0f, 0f, m_appearance.AvatarHeight), isFlying);
3300 3300
3301 scene.AddPhysicsActorTaint(m_physicsActor); 3301 scene.AddPhysicsActorTaint(m_physicsActor);