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authorRobert Adams2013-01-11 16:44:34 -0800
committerRobert Adams2013-01-11 16:44:34 -0800
commitb592ec265b6f5928804baff868165f10eee6f5ed (patch)
tree1afe8444234b2af016068e74debc1eb627ce63a1 /OpenSim/Region
parentadd some sanity checking to HandleAgentRequestSit handler (diff)
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BulletSim: fix the 'No recognised physics mesh found ...' error spew by remembering that the last asset fetch failed until the simulator resets the shape parameters.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 400d5d6..8fd054f 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -169,6 +169,7 @@ public sealed class BSPrim : BSPhysObject
169 public override PrimitiveBaseShape Shape { 169 public override PrimitiveBaseShape Shape {
170 set { 170 set {
171 BaseShape = value; 171 BaseShape = value;
172 LastAssetBuildFailed = false;
172 ForceBodyShapeRebuild(false); 173 ForceBodyShapeRebuild(false);
173 } 174 }
174 } 175 }
@@ -178,7 +179,6 @@ public sealed class BSPrim : BSPhysObject
178 179
179 public override bool ForceBodyShapeRebuild(bool inTaintTime) 180 public override bool ForceBodyShapeRebuild(bool inTaintTime)
180 { 181 {
181 LastAssetBuildFailed = false;
182 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate() 182 PhysicsScene.TaintedObject(inTaintTime, "BSPrim.ForceBodyShapeRebuild", delegate()
183 { 183 {
184 _mass = CalculateMass(); // changing the shape changes the mass 184 _mass = CalculateMass(); // changing the shape changes the mass