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author | teravus | 2013-06-11 08:56:20 -0500 |
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committer | teravus | 2013-06-11 08:56:20 -0500 |
commit | d47a18fd09cfa7abc5fbd646a7a8edbec12c870c (patch) | |
tree | d069d79cbcad4cb4b43fe8e37c02fd8b19db0eb5 /OpenSim/Region/Framework | |
parent | Adjust output of llRot2Axis and llRot2Angle to match domains SL(tm) uses. Add... (diff) | |
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* Adds KeyFrameMotion storage support to SQLite, just a note, seems that there's still something wrong with keyframed motion starting when the sim starts up, you have to 'select' and 'deselect' the prim again to get it to appear to move. Not sure what this is but maybe melanie_t can comment on this.
* Has a prim table migration.. that might take a while, hold on to your hats.
* Fixes a null-ref when shutting down while keyframed motion is active.
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ff3f738..482d958 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -779,7 +779,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
779 | } | 779 | } |
780 | 780 | ||
781 | // Tell the physics engines that this prim changed. | 781 | // Tell the physics engines that this prim changed. |
782 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 782 | if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null) |
783 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | ||
783 | } | 784 | } |
784 | catch (Exception e) | 785 | catch (Exception e) |
785 | { | 786 | { |
@@ -892,7 +893,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
892 | //m_log.Info("[PART]: RO2:" + actor.Orientation.ToString()); | 893 | //m_log.Info("[PART]: RO2:" + actor.Orientation.ToString()); |
893 | } | 894 | } |
894 | 895 | ||
895 | if (ParentGroup != null) | 896 | if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null) |
896 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 897 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
897 | //} | 898 | //} |
898 | } | 899 | } |