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authorMelanie2013-08-17 03:23:45 +0100
committerMelanie2013-08-17 03:23:45 +0100
commitbef03fb30be67dbe671dcc330558daf8a6c4bb22 (patch)
tree6d221db8af5bdb1a09190527a79aae3dfe3116d9 /OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
parentMerge branch 'master' into careminster (diff)
parentRemove mono compiler warnings from UserProfilesModule (diff)
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Merge branch 'master' into careminster
Conflicts: OpenSim/Framework/Servers/HttpServer/PollServiceRequestManager.cs OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Services/Connectors/Neighbour/NeighbourServicesConnector.cs
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs6
1 files changed, 4 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
index 5f232a4..68bc1b9 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs
@@ -69,7 +69,9 @@ public class BSActorAvatarMove : BSActor
69 // BSActor.Dispose() 69 // BSActor.Dispose()
70 public override void Dispose() 70 public override void Dispose()
71 { 71 {
72 Enabled = false; 72 base.SetEnabled(false);
73 // Now that turned off, remove any state we have in the scene.
74 Refresh();
73 } 75 }
74 76
75 // Called when physical parameters (properties set in Bullet) need to be re-applied. 77 // Called when physical parameters (properties set in Bullet) need to be re-applied.
@@ -181,7 +183,7 @@ public class BSActorAvatarMove : BSActor
181 if (m_controllingPrim.IsColliding) 183 if (m_controllingPrim.IsColliding)
182 { 184 {
183 // If we are colliding with a stationary object, presume we're standing and don't move around 185 // If we are colliding with a stationary object, presume we're standing and don't move around
184 if (!m_controllingPrim.ColliderIsMoving) 186 if (!m_controllingPrim.ColliderIsMoving && !m_controllingPrim.ColliderIsVolumeDetect)
185 { 187 {
186 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID); 188 m_physicsScene.DetailLog("{0},BSCharacter.MoveMotor,collidingWithStationary,zeroingMotion", m_controllingPrim.LocalID);
187 m_controllingPrim.IsStationary = true; 189 m_controllingPrim.IsStationary = true;