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authorUbitUmarov2015-12-20 11:57:52 +0000
committerUbitUmarov2015-12-20 11:57:52 +0000
commit827058e3590f9fb1bcb0df8a7856f4d8f77b5c5d (patch)
tree398b326080cb0ca488d8f5635a2e51c7c3f7ec4e /OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
parentchange the return list of objects costs, sending a answer if none found (diff)
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drop attachments to ground with phantom active. We should not do this, but for now there no better way to avoid nasty collisions. (large physical objects may still have bad collisions with ground on drop)
Diffstat (limited to 'OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs')
-rw-r--r--OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs11
1 files changed, 7 insertions, 4 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
index a21b52c..ca54138 100644
--- a/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
+++ b/OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs
@@ -737,11 +737,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
737 } 737 }
738 738
739 rootPart.RemFlag(PrimFlags.TemporaryOnRez); 739 rootPart.RemFlag(PrimFlags.TemporaryOnRez);
740 740
741 // not physical, not temporary, phaton, not volume detector 741 // not physical, not temporary, phaton, not volume detector
742// so.UpdatePrimFlags(rootPart.LocalId,false,false,true,rootPart.VolumeDetectActive); 742 // so.UpdatePrimFlags(rootPart.LocalId,false,false,true,rootPart.VolumeDetectActive);
743 743
744 // restore full physical state instead 744 // but do avoid nasty collisions set it phantom in this drop case
745 // until a better way is found
746 rootPart.AddFlag(PrimFlags.Phantom);
747
745 so.ApplyPhysics(); 748 so.ApplyPhysics();
746 749
747 so.HasGroupChanged = true; 750 so.HasGroupChanged = true;
@@ -761,8 +764,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
761 764
762 // Attach (NULL) stops scripts. We don't want that. Resume them. 765 // Attach (NULL) stops scripts. We don't want that. Resume them.
763 so.ResumeScripts(); 766 so.ResumeScripts();
764 so.ScheduleGroupForTerseUpdate();
765 so.RootPart.ScheduleFullUpdate(); 767 so.RootPart.ScheduleFullUpdate();
768 so.ScheduleGroupForTerseUpdate();
766 } 769 }
767 770
768 public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so) 771 public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)