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author | Melanie | 2013-08-17 03:23:45 +0100 |
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committer | Melanie | 2013-08-17 03:23:45 +0100 |
commit | bef03fb30be67dbe671dcc330558daf8a6c4bb22 (patch) | |
tree | 6d221db8af5bdb1a09190527a79aae3dfe3116d9 /OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | |
parent | Merge branch 'master' into careminster (diff) | |
parent | Remove 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-x | OpenSim/Region/Physics/BulletSPlugin/BSActorAvatarMove.cs | 6 |
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; |