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author | Melanie | 2012-02-20 19:49:01 +0100 |
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committer | Melanie | 2012-02-20 19:49:01 +0100 |
commit | d6b8febbf44e5aed73153129a4fa55c3fb10eee2 (patch) | |
tree | 36c38f519b2ddf2ec2df24384bc8a6e959a37b9f | |
parent | Add an override to make SOG.Velocity work as expected (diff) | |
download | opensim-SC_OLD-d6b8febbf44e5aed73153129a4fa55c3fb10eee2.zip opensim-SC_OLD-d6b8febbf44e5aed73153129a4fa55c3fb10eee2.tar.gz opensim-SC_OLD-d6b8febbf44e5aed73153129a4fa55c3fb10eee2.tar.bz2 opensim-SC_OLD-d6b8febbf44e5aed73153129a4fa55c3fb10eee2.tar.xz |
Make vehicles retain velocity when crossing between regions.
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 613f9b5..d32b20a 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1539,6 +1539,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1539 | // or flexible | 1539 | // or flexible |
1540 | if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) | 1540 | if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) |
1541 | { | 1541 | { |
1542 | Vector3 velocity = Velocity; | ||
1542 | try | 1543 | try |
1543 | { | 1544 | { |
1544 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 1545 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( |
@@ -1570,6 +1571,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1570 | DoPhysicsPropertyUpdate(RigidBody, true); | 1571 | DoPhysicsPropertyUpdate(RigidBody, true); |
1571 | PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); | 1572 | PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); |
1572 | 1573 | ||
1574 | Velocity = velocity; | ||
1575 | PhysActor.Velocity = velocity; | ||
1576 | |||
1573 | if (!building) | 1577 | if (!building) |
1574 | PhysActor.Building = false; | 1578 | PhysActor.Building = false; |
1575 | } | 1579 | } |