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authorJustin Clark-Casey (justincc)2011-07-22 19:23:38 +0100
committerJustin Clark-Casey (justincc)2011-07-22 19:23:38 +0100
commitaadc4eb3b8d1c4a30cee7b69efac9197a974f45b (patch)
tree003517e08cd61bccc1263ab992d09c576aa25ab4
parentThank you, Michelle Argus, for a patch that adds reading the agent limit (diff)
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Fix problem where sculpts were not getting physical proxies
Fixed this by inspecting Shape.SculptEntry at various places instead of Shape.SculptType. Sculpties actually have a SculptType of Cylinder - only true mesh is SculptType.Mesh This addresses http://opensimulator.org/mantis/view.php?id=5595
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 4629757..5791b95 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1038,7 +1038,7 @@ namespace OpenSim.Region.Framework.Scenes
1038 { 1038 {
1039 actor.Size = m_shape.Scale; 1039 actor.Size = m_shape.Scale;
1040 1040
1041 if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh) 1041 if (Shape.SculptEntry)
1042 CheckSculptAndLoad(); 1042 CheckSculptAndLoad();
1043 else 1043 else
1044 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 1044 ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
@@ -1906,7 +1906,7 @@ namespace OpenSim.Region.Framework.Scenes
1906 1906
1907 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the 1907 // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
1908 // mesh data. 1908 // mesh data.
1909 if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh) 1909 if (Shape.SculptEntry)
1910 CheckSculptAndLoad(); 1910 CheckSculptAndLoad();
1911 else 1911 else
1912 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 1912 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);