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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs6
1 files changed, 6 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 64bf395..98eb4ca 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -295,6 +295,7 @@ public abstract class BSPhysObject : PhysicsActor
295 if (PhysicalActors.TryGetActor(actorName, out theActor)) 295 if (PhysicalActors.TryGetActor(actorName, out theActor))
296 { 296 {
297 // The actor already exists so just turn it on or off 297 // The actor already exists so just turn it on or off
298 DetailLog("{0},BSPhysObject.EnableActor,enablingExistingActor,name={1},enable={2}", LocalID, actorName, enableActor);
298 theActor.Enabled = enableActor; 299 theActor.Enabled = enableActor;
299 } 300 }
300 else 301 else
@@ -302,10 +303,15 @@ public abstract class BSPhysObject : PhysicsActor
302 // The actor does not exist. If it should, create it. 303 // The actor does not exist. If it should, create it.
303 if (enableActor) 304 if (enableActor)
304 { 305 {
306 DetailLog("{0},BSPhysObject.EnableActor,creatingActor,name={1}", LocalID, actorName);
305 theActor = creator(); 307 theActor = creator();
306 PhysicalActors.Add(actorName, theActor); 308 PhysicalActors.Add(actorName, theActor);
307 theActor.Enabled = true; 309 theActor.Enabled = true;
308 } 310 }
311 else
312 {
313 DetailLog("{0},BSPhysObject.EnableActor,notCreatingActorSinceNotEnabled,name={1}", LocalID, actorName);
314 }
309 } 315 }
310 } 316 }
311 } 317 }