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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs6
1 files changed, 6 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 0f85925..0b2b01a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -2039,6 +2039,12 @@ namespace OpenSim.Region.Framework.Scenes
2039 if (rot != null) 2039 if (rot != null)
2040 group.UpdateGroupRotationR((Quaternion)rot); 2040 group.UpdateGroupRotationR((Quaternion)rot);
2041 2041
2042 // TODO: This needs to be refactored with the similar code in
2043 // SceneGraph.AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel)
2044 // possibly by allowing this method to take a null rotation.
2045 if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero)
2046 group.RootPart.ApplyImpulse((vel * group.GetMass()), false);
2047
2042 // We can only call this after adding the scene object, since the scene object references the scene 2048 // We can only call this after adding the scene object, since the scene object references the scene
2043 // to find out if scripts should be activated at all. 2049 // to find out if scripts should be activated at all.
2044 group.CreateScriptInstances(param, true, DefaultScriptEngine, 3); 2050 group.CreateScriptInstances(param, true, DefaultScriptEngine, 3);