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authorRobert Adams2013-07-23 08:13:29 -0700
committerRobert Adams2013-07-23 08:13:29 -0700
commitb14156aa6317b2c0ca6801730beb7c51eed97244 (patch)
tree50e62b4205059c2ce07d3df4c0e4dc61c818e0af /OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs
parentRevert "Revert "BulletSim: move collision processing for linksets from BSPrim... (diff)
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Revert "Revert "BulletSim: only create vehicle prim actor when vehicles are enabled.""
Found that the vehicle movement problem was not caused by these physics changes. This reverts commit 5f7b2ea81b95a60e882bc65b663a2c9fe134f92a.
Diffstat (limited to '')
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs
index 48d3742..48e74eb 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/Tests/BasicVehicles.cs
@@ -116,7 +116,7 @@ public class BasicVehicles : OpenSimTestCase
116 // Instead the appropriate values are set and calls are made just the parts of the 116 // Instead the appropriate values are set and calls are made just the parts of the
117 // controller we want to exercise. Stepping the physics engine then applies 117 // controller we want to exercise. Stepping the physics engine then applies
118 // the actions of that one feature. 118 // the actions of that one feature.
119 BSDynamics vehicleActor = TestVehicle.GetVehicleActor(); 119 BSDynamics vehicleActor = TestVehicle.GetVehicleActor(true /* createIfNone */);
120 if (vehicleActor != null) 120 if (vehicleActor != null)
121 { 121 {
122 vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency); 122 vehicleActor.ProcessFloatVehicleParam(Vehicle.VERTICAL_ATTRACTION_EFFICIENCY, efficiency);