diff options
Merge branch 'master' into careminster
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index fd70bfd..fa8b1c0 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1521,6 +1521,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1521 | /// <param name="VolumeDetectActive"></param> | 1521 | /// <param name="VolumeDetectActive"></param> |
1522 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) | 1522 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) |
1523 | { | 1523 | { |
1524 | if (!ParentGroup.Scene.CollidablePrims) | ||
1525 | return; | ||
1526 | |||
1524 | // m_log.DebugFormat( | 1527 | // m_log.DebugFormat( |
1525 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", | 1528 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", |
1526 | // Name, LocalId, UUID, m_physicalPrim); | 1529 | // Name, LocalId, UUID, m_physicalPrim); |
@@ -1790,7 +1793,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1790 | /// <param name="isNew"></param> | 1793 | /// <param name="isNew"></param> |
1791 | public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew) | 1794 | public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew) |
1792 | { | 1795 | { |
1793 | if (!ParentGroup.Scene.m_physicalPrim && UsePhysics) | 1796 | if (!ParentGroup.Scene.PhysicalPrims && UsePhysics) |
1794 | return; | 1797 | return; |
1795 | 1798 | ||
1796 | if (IsJoint()) | 1799 | if (IsJoint()) |
@@ -4375,7 +4378,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4375 | if (ParentGroup.Scene == null) | 4378 | if (ParentGroup.Scene == null) |
4376 | return; | 4379 | return; |
4377 | 4380 | ||
4378 | if (PhysActor == null) | 4381 | if (ParentGroup.Scene.CollidablePrims && PhysActor == null) |
4379 | { | 4382 | { |
4380 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it | 4383 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it |
4381 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4384 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( |