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authorTeravus Ovares2008-02-17 10:41:08 +0000
committerTeravus Ovares2008-02-17 10:41:08 +0000
commit19e0ada93af347cff93a3950f66abe245399f8b2 (patch)
tree7578573f583e3037e19fc2db471209ea172f0b1c /OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
parentThank you very much, ChrisDown for a patch to (diff)
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* Located and destroyed the weird velocity and rotation transfers. It turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR.
* Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.
Diffstat (limited to 'OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs')
-rw-r--r--OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs10
1 files changed, 10 insertions, 0 deletions
diff --git a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
index 4a0467c..ffa0838 100644
--- a/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
+++ b/OpenSim/Region/Physics/PhysXPlugin/PhysXPlugin.cs
@@ -279,6 +279,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
279 set { m_rotationalVelocity = value; } 279 set { m_rotationalVelocity = value; }
280 } 280 }
281 281
282 public override bool Stopped
283 {
284 get { return false; }
285 }
286
282 public override PhysicsVector Position 287 public override PhysicsVector Position
283 { 288 {
284 get { return _position; } 289 get { return _position; }
@@ -479,6 +484,11 @@ namespace OpenSim.Region.Physics.PhysXPlugin
479 set { return; } 484 set { return; }
480 } 485 }
481 486
487 public override bool Stopped
488 {
489 get { return false; }
490 }
491
482 public override PhysicsVector Position 492 public override PhysicsVector Position
483 { 493 {
484 get 494 get