aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Framework/IAssetLoader.cs
diff options
context:
space:
mode:
authorTeravus Ovares (Dan Olivares)2009-11-26 01:34:46 -0500
committerTeravus Ovares (Dan Olivares)2009-11-26 01:34:46 -0500
commita5f2803c79b8d3a25124bef5f68afd57b5feba96 (patch)
treecc690545060002324c2a86ac597ae7b69cba0e9f /OpenSim/Framework/IAssetLoader.cs
parentMerge branch 'master' of ssh://MyConnection/var/git/opensim (diff)
downloadopensim-SC_OLD-a5f2803c79b8d3a25124bef5f68afd57b5feba96.zip
opensim-SC_OLD-a5f2803c79b8d3a25124bef5f68afd57b5feba96.tar.gz
opensim-SC_OLD-a5f2803c79b8d3a25124bef5f68afd57b5feba96.tar.bz2
opensim-SC_OLD-a5f2803c79b8d3a25124bef5f68afd57b5feba96.tar.xz
* Re-enable the AbsolutePosition = AbsolutePosition in the LSL_Api in the SetRot method if the object is not active physical. This is important for scripted rotating doors. without AbsolutePosition = AbsolutePosition, the door won't rotate. It's also important that we do not use AbsolutePosition = AbsolutePosition if the object is active physical because that would cause a complete rebuild of the object which would break vehicles. This is the best of both worlds right now. Doors as child prim should work again so long as you don't check the Physical box.
* Thanks talentraspel * Thanks NixNerd * Thanks KittoFlora * Thanks lockd
Diffstat (limited to 'OpenSim/Framework/IAssetLoader.cs')
0 files changed, 0 insertions, 0 deletions