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authorJustin Clark-Casey2014-11-19 20:06:56 +0000
committerJustin Clark-Casey2014-11-19 20:06:56 +0000
commit7a2c77e7eace93d722ef37595e9fab21d3cd266f (patch)
treed8e8a4ca5c93654526efd6761995022038977125 /OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
parentRemove SOP.StopMoveToTarget scheduled update which is now being done in SOG.s... (diff)
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If calling llStopMoveToTarget() on an in-world prim, don't send an unnecessary object update if the prim was not moving to target.
This involves making PhysicsActor.PIDActive get as well as set. On physics components that don't implement this (all characters and some phys engines) we return false.
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs14
1 files changed, 11 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index edec949..27ee5ac 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -1087,9 +1087,17 @@ public class BSPrim : BSPhysObject
1087 } 1087 }
1088 } 1088 }
1089 1089
1090 public override bool PIDActive { 1090 public override bool PIDActive
1091 set { 1091 {
1092 base.MoveToTargetActive = value; 1092 get
1093 {
1094 return MoveToTargetActive;
1095 }
1096
1097 set
1098 {
1099 MoveToTargetActive = value;
1100
1093 EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate() 1101 EnableActor(MoveToTargetActive, MoveToTargetActorName, delegate()
1094 { 1102 {
1095 return new BSActorMoveToTarget(PhysScene, this, MoveToTargetActorName); 1103 return new BSActorMoveToTarget(PhysScene, this, MoveToTargetActorName);