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-rwxr-xr-xOpenSim/Region/PhysicsModules/BulletS/BSShapes.cs (renamed from OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs)12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs b/OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs
index 03a9ddc..79f1a89 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSShapes.cs
+++ b/OpenSim/Region/PhysicsModules/BulletS/BSShapes.cs
@@ -30,13 +30,13 @@ using System.Collections.Generic;
30using System.Text; 30using System.Text;
31 31
32using OpenSim.Framework; 32using OpenSim.Framework;
33using OpenSim.Region.Physics.Manager; 33using OpenSim.Region.PhysicsModules.SharedBase;
34using OpenSim.Region.Physics.Meshing; 34using OpenSim.Region.PhysicsModules.Meshing;
35using OpenSim.Region.Physics.ConvexDecompositionDotNet; 35using OpenSim.Region.PhysicsModule.ConvexDecompositionDotNet;
36 36
37using OMV = OpenMetaverse; 37using OMV = OpenMetaverse;
38 38
39namespace OpenSim.Region.Physics.BulletSPlugin 39namespace OpenSim.Region.PhysicsModule.BulletS
40{ 40{
41// Information class that holds stats for the shape. Which values mean 41// Information class that holds stats for the shape. Which values mean
42// something depends on the type of shape. 42// something depends on the type of shape.
@@ -299,7 +299,7 @@ public abstract class BSShape
299 { 299 {
300 xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch; 300 xprim.PrimAssetState = BSPhysObject.PrimAssetCondition.FailedAssetFetch;
301 physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}", 301 physicsScene.Logger.ErrorFormat("{0} Physical object requires asset but no asset provider. Name={1}",
302 LogHeader, physicsScene.Name); 302 LogHeader, physicsScene.PhysicsSceneName);
303 } 303 }
304 } 304 }
305 else 305 else
@@ -336,7 +336,7 @@ public abstract class BSShape
336 if (pScene != null) 336 if (pScene != null)
337 { 337 {
338 buff.Append("/rgn="); 338 buff.Append("/rgn=");
339 buff.Append(pScene.Name); 339 buff.Append(pScene.PhysicsSceneName);
340 } 340 }
341 return buff.ToString(); 341 return buff.ToString();
342 } 342 }