diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index c157669..b918f84 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -141,8 +141,8 @@ public sealed class BSPrim : PhysicsActor | |||
141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material | 141 | _friction = _scene.Params.defaultFriction; // TODO: compute based on object material |
142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material | 142 | _density = _scene.Params.defaultDensity; // TODO: compute based on object material |
143 | _restitution = _scene.Params.defaultRestitution; | 143 | _restitution = _scene.Params.defaultRestitution; |
144 | _linkset = new BSLinkset(_scene, this); // a linkset of one | 144 | _linkset = new BSLinkset(Scene, this); // a linkset of one |
145 | _vehicle = new BSDynamics(this); // add vehicleness | 145 | _vehicle = new BSDynamics(Scene, this); // add vehicleness |
146 | _mass = CalculateMass(); | 146 | _mass = CalculateMass(); |
147 | // do the actual object creation at taint time | 147 | // do the actual object creation at taint time |
148 | DetailLog("{0},BSPrim.constructor,call", LocalID); | 148 | DetailLog("{0},BSPrim.constructor,call", LocalID); |
@@ -354,7 +354,7 @@ public sealed class BSPrim : PhysicsActor | |||
354 | { | 354 | { |
355 | // Done at taint time so we're sure the physics engine is not using the variables | 355 | // Done at taint time so we're sure the physics engine is not using the variables |
356 | // Vehicle code changes the parameters for this vehicle type. | 356 | // Vehicle code changes the parameters for this vehicle type. |
357 | _vehicle.ProcessTypeChange(type); | 357 | _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep); |
358 | // Tell the scene about the vehicle so it will get processing each frame. | 358 | // Tell the scene about the vehicle so it will get processing each frame. |
359 | _scene.VehicleInSceneTypeChanged(this, type); | 359 | _scene.VehicleInSceneTypeChanged(this, type); |
360 | }); | 360 | }); |