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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 6437b04..d17c8e7 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -706,7 +706,7 @@ public static class BSParam
706 new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool", 706 new ParameterDefn<float>("ResetBroadphasePool", "Setting this is any value resets the broadphase collision pool",
707 0f, 707 0f,
708 (s) => { return 0f; }, 708 (s) => { return 0f; },
709 (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v); } ), 709 (s,v) => { BSParam.ResetBroadphasePoolTainted(s, v, false /* inTaintTime */); } ),
710 new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver", 710 new ParameterDefn<float>("ResetConstraintSolver", "Setting this is any value resets the constraint solver",
711 0f, 711 0f,
712 (s) => { return 0f; }, 712 (s) => { return 0f; },
@@ -792,10 +792,10 @@ public static class BSParam
792 // ===================================================================== 792 // =====================================================================
793 // There are parameters that, when set, cause things to happen in the physics engine. 793 // There are parameters that, when set, cause things to happen in the physics engine.
794 // This causes the broadphase collision cache to be cleared. 794 // This causes the broadphase collision cache to be cleared.
795 private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v) 795 private static void ResetBroadphasePoolTainted(BSScene pPhysScene, float v, bool inTaintTime)
796 { 796 {
797 BSScene physScene = pPhysScene; 797 BSScene physScene = pPhysScene;
798 physScene.TaintedObject("BSParam.ResetBroadphasePoolTainted", delegate() 798 physScene.TaintedObject(inTaintTime, "BSParam.ResetBroadphasePoolTainted", delegate()
799 { 799 {
800 physScene.PE.ResetBroadphasePool(physScene.World); 800 physScene.PE.ResetBroadphasePool(physScene.World);
801 }); 801 });