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authorTeravus Ovares2008-05-09 07:50:00 +0000
committerTeravus Ovares2008-05-09 07:50:00 +0000
commitb7baa3cd2aa60324f52118e565465475c669ec80 (patch)
tree99ce1c16edb1e0f8895e255e83c563ea489a5882 /OpenSim/Region/Environment/Scenes/Scene.cs
parentThank you, Melanie for a patch that helps conversion (diff)
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* Valid Sculpted prim now collide properly.
* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy * Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now) * This just adds to the experimental nature of trunk. :D
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 5ce3c7b..1f66744 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1134,7 +1134,7 @@ namespace OpenSim.Region.Environment.Scenes
1134 SceneObjectPart rootPart = group.GetChildPart(group.UUID); 1134 SceneObjectPart rootPart = group.GetChildPart(group.UUID);
1135 rootPart.ObjectFlags &= ~(uint)LLObject.ObjectFlags.Scripted; 1135 rootPart.ObjectFlags &= ~(uint)LLObject.ObjectFlags.Scripted;
1136 rootPart.TrimPermissions(); 1136 rootPart.TrimPermissions();
1137 1137 group.CheckSculptAndLoad();
1138 group.ApplyPhysics(m_physicalPrim); 1138 group.ApplyPhysics(m_physicalPrim);
1139 //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true); 1139 //rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
1140 } 1140 }