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authorDiva Canto2013-05-28 20:59:54 -0700
committerDiva Canto2013-05-28 20:59:54 -0700
commit233b9ec4d7739f324360366079469f2026c4ce41 (patch)
tree61266ac4ceffef23a74bad1dbd15bbe4fd103f82 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentFirst change in Vivox for ages! -- added a lock to serialize calls to vivox s... (diff)
parentBulletSim: don't zero motion when changing vehicle type. (diff)
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Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
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 });