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authorRobert Adams2013-05-28 09:19:08 -0700
committerRobert Adams2013-05-28 09:19:08 -0700
commitae0d6ab28a03ec23c91eaf6a8ac94b890916a1ca (patch)
tree0cd5322c73edeb6f2b5df8bf503ebfd237470cb2 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentBulletSim: default using mesh asset hulls to 'true'. This means that, (diff)
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BulletSim: don't zero motion when changing vehicle type.
Some vehicle scripts change type on the fly as an easy way of setting all the parameters (like a plane changing to a car when on the ground).
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs5
1 files changed, 4 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index f5b0361..e11e365 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -511,7 +511,10 @@ public class BSPrim : BSPhysObject
511 511
512 PhysScene.TaintedObject("setVehicleType", delegate() 512 PhysScene.TaintedObject("setVehicleType", delegate()
513 { 513 {
514 ZeroMotion(true /* inTaintTime */); 514 // Some vehicle scripts change vehicle type on the fly as an easy way to
515 // change all the parameters. Like a plane changing to CAR when on the
516 // ground. In this case, don't want to zero motion.
517 // ZeroMotion(true /* inTaintTime */);
515 VehicleActor.ProcessTypeChange(type); 518 VehicleActor.ProcessTypeChange(type);
516 ActivateIfPhysical(false); 519 ActivateIfPhysical(false);
517 }); 520 });