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author | Justin Clark-Casey (justincc) | 2011-12-22 19:44:52 +0000 |
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committer | Justin Clark-Casey (justincc) | 2011-12-22 19:44:52 +0000 |
commit | 48113f0fc811f21f4a113176caa9dbd78c0d3446 (patch) | |
tree | 60fd7fab3e6d3320988cf0613241bb472911e48d /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |
parent | Region crossings redone: (1) removed WaitForCallback. Now that we are passing... (diff) | |
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Make it possible to force all prims to be phantom via the collidable_prim boolean setting in the OpenSim.ini config [Startup] section.
Naturally, default is true.
When set to false, "phantom" flags on prims can be set as usual but all prims remain phantom.
This setting is for test purposes.
This switch does not affect the collision of avatars with the terrain.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b29ecc6..8fd136d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1473,6 +1473,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1473 | /// <param name="VolumeDetectActive"></param> | 1473 | /// <param name="VolumeDetectActive"></param> |
1474 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) | 1474 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) |
1475 | { | 1475 | { |
1476 | if (!ParentGroup.Scene.CollidablePrims) | ||
1477 | return; | ||
1478 | |||
1476 | // m_log.DebugFormat( | 1479 | // m_log.DebugFormat( |
1477 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", | 1480 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", |
1478 | // Name, LocalId, UUID, m_physicalPrim); | 1481 | // Name, LocalId, UUID, m_physicalPrim); |
@@ -4318,7 +4321,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4318 | if (ParentGroup.Scene == null) | 4321 | if (ParentGroup.Scene == null) |
4319 | return; | 4322 | return; |
4320 | 4323 | ||
4321 | if (PhysActor == null) | 4324 | if (ParentGroup.Scene.CollidablePrims && PhysActor == null) |
4322 | { | 4325 | { |
4323 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it | 4326 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it |
4324 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4327 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( |