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authorHomer Horwitz2008-12-19 20:33:51 +0000
committerHomer Horwitz2008-12-19 20:33:51 +0000
commit0cbdfcea872d6ec50d8c1580b7667acdb9c5f2d9 (patch)
treec5499fee63a46b4d01518ef490fabcc91d73f999 /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
parentRemove forgotten debug message from my last commit. (diff)
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Stop prims that get non-physical. Fixes Mantis#2859.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs7
1 files changed, 7 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 5fab3ba..8905c18 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -1450,6 +1450,13 @@ if (m_shape != null) {
1450 } 1450 }
1451 } 1451 }
1452 } 1452 }
1453
1454 if (!UsePhysics)
1455 {
1456 // reset velocity to 0. Without that, the client thinks the prim still has velocity and
1457 // continues to interpolate its position along the old velocity-vector.
1458 Velocity = new Vector3(0, 0, 0);
1459 }
1453 } 1460 }
1454 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); 1461 m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
1455 } 1462 }