diff options
Merge commit '5ddefc256468e4b394d82a2c4bc69fe28c4b59ea' into bigmerge
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 4 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 8 |
2 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 7493368..2507c67 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -1568,7 +1568,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1568 | public void ApplyPhysics(bool m_physicalPrim) | 1568 | public void ApplyPhysics(bool m_physicalPrim) |
1569 | { | 1569 | { |
1570 | // Apply physics to the root prim | 1570 | // Apply physics to the root prim |
1571 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, m_physicalPrim); | 1571 | m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive); |
1572 | 1572 | ||
1573 | // Apply physics to child prims | 1573 | // Apply physics to child prims |
1574 | SceneObjectPart[] parts = m_parts.GetArray(); | 1574 | SceneObjectPart[] parts = m_parts.GetArray(); |
@@ -1578,7 +1578,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1578 | { | 1578 | { |
1579 | SceneObjectPart part = parts[i]; | 1579 | SceneObjectPart part = parts[i]; |
1580 | if (part.LocalId != m_rootPart.LocalId) | 1580 | if (part.LocalId != m_rootPart.LocalId) |
1581 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive, m_physicalPrim); | 1581 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), part.VolumeDetectActive); |
1582 | } | 1582 | } |
1583 | 1583 | ||
1584 | // Hack to get the physics scene geometries in the right spot | 1584 | // Hack to get the physics scene geometries in the right spot |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 5abf9dd..92db8b0 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1600,15 +1600,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1600 | /// Apply physics to this part. | 1600 | /// Apply physics to this part. |
1601 | /// </summary> | 1601 | /// </summary> |
1602 | /// <param name="rootObjectFlags"></param> | 1602 | /// <param name="rootObjectFlags"></param> |
1603 | /// <param name="m_physicalPrim"></param> | 1603 | /// <param name="VolumeDetectActive"></param> |
1604 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim) | 1604 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) |
1605 | { | 1605 | { |
1606 | // m_log.DebugFormat( | 1606 | // m_log.DebugFormat( |
1607 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", | 1607 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", |
1608 | // Name, LocalId, UUID, m_physicalPrim); | 1608 | // Name, LocalId, UUID, m_physicalPrim); |
1609 | 1609 | ||
1610 | bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim); | 1610 | bool isPhysical = (rootObjectFlags & (uint) PrimFlags.Physics) != 0; |
1611 | bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0); | 1611 | bool isPhantom = (rootObjectFlags & (uint) PrimFlags.Phantom) != 0; |
1612 | 1612 | ||
1613 | if (IsJoint()) | 1613 | if (IsJoint()) |
1614 | { | 1614 | { |