From b6d83e9c0f4bd1d450e36270278285be50d5ace8 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 16 Nov 2011 23:01:59 +0000 Subject: Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId! Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday --- OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs') diff --git a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs index 2ea810f..cbc6b95 100644 --- a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs +++ b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs @@ -104,7 +104,7 @@ namespace OpenSim.Region.Physics.OdePlugin.Tests m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space); Assert.That(!oprim.m_taintadd); - m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString()); + m_log.Info("Prim Position (" + oprim.LocalID + "): " + prim.Position); // Make sure we're above the ground //Assert.That(prim.Position.Z > 20f); -- cgit v1.1