diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 7 |
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b29ecc6..aea47e6 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -1473,6 +1473,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1473 | /// <param name="VolumeDetectActive"></param> | 1473 | /// <param name="VolumeDetectActive"></param> |
1474 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) | 1474 | public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) |
1475 | { | 1475 | { |
1476 | if (!ParentGroup.Scene.CollidablePrims) | ||
1477 | return; | ||
1478 | |||
1476 | // m_log.DebugFormat( | 1479 | // m_log.DebugFormat( |
1477 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", | 1480 | // "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", |
1478 | // Name, LocalId, UUID, m_physicalPrim); | 1481 | // Name, LocalId, UUID, m_physicalPrim); |
@@ -1739,7 +1742,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1739 | /// <param name="isNew"></param> | 1742 | /// <param name="isNew"></param> |
1740 | public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew) | 1743 | public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew) |
1741 | { | 1744 | { |
1742 | if (!ParentGroup.Scene.m_physicalPrim && UsePhysics) | 1745 | if (!ParentGroup.Scene.PhysicalPrims && UsePhysics) |
1743 | return; | 1746 | return; |
1744 | 1747 | ||
1745 | if (IsJoint()) | 1748 | if (IsJoint()) |
@@ -4318,7 +4321,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
4318 | if (ParentGroup.Scene == null) | 4321 | if (ParentGroup.Scene == null) |
4319 | return; | 4322 | return; |
4320 | 4323 | ||
4321 | if (PhysActor == null) | 4324 | if (ParentGroup.Scene.CollidablePrims && PhysActor == null) |
4322 | { | 4325 | { |
4323 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it | 4326 | // It's not phantom anymore. So make sure the physics engine get's knowledge of it |
4324 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( | 4327 | PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( |