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authorMelanie2010-12-15 17:54:57 +0100
committerMelanie2010-12-15 17:54:57 +0100
commit62e66b17bcc6e9dd856a0d46b3097f452d865a3b (patch)
treef93fe4922feaf3e89edae9ea2ac142968c607acd /OpenSim/Region
parentMerge branch 'careminster-presence-refactor' of ssh://3dhosting.de/var/git/ca... (diff)
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Make sure the material is set on physical prims
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs2
2 files changed, 3 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 896300f..72443b9 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1749,6 +1749,7 @@ namespace OpenSim.Region.Framework.Scenes
1749 part.Scale, 1749 part.Scale,
1750 part.RotationOffset, 1750 part.RotationOffset,
1751 part.PhysActor.IsPhysical); 1751 part.PhysActor.IsPhysical);
1752 part.PhysActor.SetMaterial((int)part.Material);
1752 1753
1753 part.PhysActor.LocalID = part.LocalId; 1754 part.PhysActor.LocalID = part.LocalId;
1754 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true); 1755 part.DoPhysicsPropertyUpdate(part.PhysActor.IsPhysical, true);
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index a109d68..0297a39 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1608,6 +1608,7 @@ namespace OpenSim.Region.Framework.Scenes
1608 Scale, 1608 Scale,
1609 RotationOffset, 1609 RotationOffset,
1610 RigidBody); 1610 RigidBody);
1611 PhysActor.SetMaterial(Material);
1611 } 1612 }
1612 catch 1613 catch
1613 { 1614 {
@@ -4432,6 +4433,7 @@ namespace OpenSim.Region.Framework.Scenes
4432 Scale, 4433 Scale,
4433 RotationOffset, 4434 RotationOffset,
4434 UsePhysics); 4435 UsePhysics);
4436 PhysActor.SetMaterial(Material);
4435 4437
4436 pa = PhysActor; 4438 pa = PhysActor;
4437 if (pa != null) 4439 if (pa != null)