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Diffstat (limited to 'OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs')
-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs6
1 files changed, 2 insertions, 4 deletions
diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs b/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs
index 4ec6f51..86bf23f 100755
--- a/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSShapeCollection.cs
@@ -75,8 +75,6 @@ public sealed class BSShapeCollection : IDisposable
75 // Called at taint-time. 75 // Called at taint-time.
76 public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback) 76 public bool GetBodyAndShape(bool forceRebuild, BulletWorld sim, BSPhysObject prim, PhysicalDestructionCallback bodyCallback)
77 { 77 {
78 m_physicsScene.AssertInTaintTime("BSShapeCollection.GetBodyAndShape");
79
80 bool ret = false; 78 bool ret = false;
81 79
82 // This lock could probably be pushed down lower but building shouldn't take long 80 // This lock could probably be pushed down lower but building shouldn't take long
@@ -229,6 +227,8 @@ public sealed class BSShapeCollection : IDisposable
229 ret = CreateGeomMeshOrHull(prim, shapeCallback); 227 ret = CreateGeomMeshOrHull(prim, shapeCallback);
230 } 228 }
231 229
230 m_physicsScene.PE.ResetBroadphasePool(m_physicsScene.World); // DEBUG DEBUG
231
232 return ret; 232 return ret;
233 } 233 }
234 234
@@ -344,8 +344,6 @@ public sealed class BSShapeCollection : IDisposable
344 if (!body.HasPhysicalBody) 344 if (!body.HasPhysicalBody)
345 return; 345 return;
346 346
347 m_physicsScene.AssertInTaintTime("BSShapeCollection.DereferenceBody");
348
349 lock (m_collectionActivityLock) 347 lock (m_collectionActivityLock)
350 { 348 {
351 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body); 349 if (DDetail) DetailLog("{0},BSShapeCollection.DereferenceBody,DestroyingBody,body={1}", body.ID, body);