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author | Robert Adams | 2013-05-28 09:19:08 -0700 |
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committer | Robert Adams | 2013-05-28 09:19:08 -0700 |
commit | ae0d6ab28a03ec23c91eaf6a8ac94b890916a1ca (patch) | |
tree | 0cd5322c73edeb6f2b5df8bf503ebfd237470cb2 /OpenSim/Region/Physics | |
parent | BulletSim: default using mesh asset hulls to 'true'. This means that, (diff) | |
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BulletSim: don't zero motion when changing vehicle type.
Some vehicle scripts change type on the fly as an easy way of setting
all the parameters (like a plane changing to a car when on the ground).
Diffstat (limited to 'OpenSim/Region/Physics')
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 5 |
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 | }); |