aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs
diff options
context:
space:
mode:
authorJustin Clark-Casey (justincc)2011-11-16 23:01:59 +0000
committerJustin Clark-Casey (justincc)2011-11-16 23:01:59 +0000
commitb6d83e9c0f4bd1d450e36270278285be50d5ace8 (patch)
treea5a05ee468964d2a5a8b90b186145e615368de71 /OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs
parentCall public ForEach instead of using m_entities directly. No semantic changes... (diff)
downloadopensim-SC_OLD-b6d83e9c0f4bd1d450e36270278285be50d5ace8.zip
opensim-SC_OLD-b6d83e9c0f4bd1d450e36270278285be50d5ace8.tar.gz
opensim-SC_OLD-b6d83e9c0f4bd1d450e36270278285be50d5ace8.tar.bz2
opensim-SC_OLD-b6d83e9c0f4bd1d450e36270278285be50d5ace8.tar.xz
Stop OdePrim and OdeCharacter insanely overriding set LocalID to set their own private m_localID property but leaving get to return the then unset PhysicsActor.LocalId!
Instead, just have both subclasses use the PhysicsActor.LocalID property. This restores collision functionality that fell away in 45c7789 yesterday
Diffstat (limited to 'OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs')
-rw-r--r--OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs
index 2ea810f..cbc6b95 100644
--- a/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs
+++ b/OpenSim/Region/Physics/OdePlugin/Tests/ODETestClass.cs
@@ -104,7 +104,7 @@ namespace OpenSim.Region.Physics.OdePlugin.Tests
104 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space); 104 m_log.Info("TargetSpace: " + oprim.m_targetSpace + " - SceneMainSpace: " + pscene.space);
105 105
106 Assert.That(!oprim.m_taintadd); 106 Assert.That(!oprim.m_taintadd);
107 m_log.Info("Prim Position (" + oprim.m_localID + "): " + prim.Position.ToString()); 107 m_log.Info("Prim Position (" + oprim.LocalID + "): " + prim.Position);
108 108
109 // Make sure we're above the ground 109 // Make sure we're above the ground
110 //Assert.That(prim.Position.Z > 20f); 110 //Assert.That(prim.Position.Z > 20f);