From 726915e9ef369a5b4cb7089ec9301c5c927dd862 Mon Sep 17 00:00:00 2001 From: Melanie Date: Tue, 3 Apr 2012 23:38:12 +0200 Subject: Fix the last merge artefacts --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 1 - OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 9 +++++---- 2 files changed, 5 insertions(+), 5 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index fde146c..5f33452 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3583,7 +3583,6 @@ namespace OpenSim.Region.Framework.Scenes Quaternion axRot = rot; Quaternion oldParentRot = m_rootPart.RotationOffset; - m_rootPart.StoreUndoState(); //Don't use UpdateRotation because it schedules an update prematurely m_rootPart.RotationOffset = rot; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 9cd438c..aed25a7 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -4819,6 +4819,7 @@ namespace OpenSim.Region.Framework.Scenes } } + PhysicsActor pa = PhysActor; if (SetVD) { // If the above logic worked (this is urgent candidate to unit tests!) @@ -4828,7 +4829,7 @@ namespace OpenSim.Region.Framework.Scenes // logic should make sure, this Physactor is always here. if (pa != null) { - PhysActor.SetVolumeDetect(1); + pa.SetVolumeDetect(1); // AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active this.VolumeDetectActive = true; } @@ -4839,7 +4840,7 @@ namespace OpenSim.Region.Framework.Scenes // (mumbles, well, at least if you have infinte CPU powers :-)) if (pa != null) { - PhysActor.SetVolumeDetect(0); + pa.SetVolumeDetect(0); this.VolumeDetectActive = false; } } @@ -4856,8 +4857,8 @@ namespace OpenSim.Region.Framework.Scenes // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); // and last in case we have a new actor and not building - if (PhysActor != null && PhysActor.Building != building) - PhysActor.Building = building; + if (pa != null && pa.Building != building) + pa.Building = building; if (ParentGroup != null) { ParentGroup.HasGroupChanged = true; -- cgit v1.1