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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs7
1 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index fd70bfd..fa8b1c0 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1521,6 +1521,9 @@ namespace OpenSim.Region.Framework.Scenes
1521 /// <param name="VolumeDetectActive"></param> 1521 /// <param name="VolumeDetectActive"></param>
1522 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive) 1522 public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive)
1523 { 1523 {
1524 if (!ParentGroup.Scene.CollidablePrims)
1525 return;
1526
1524// m_log.DebugFormat( 1527// m_log.DebugFormat(
1525// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}", 1528// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}",
1526// Name, LocalId, UUID, m_physicalPrim); 1529// Name, LocalId, UUID, m_physicalPrim);
@@ -1790,7 +1793,7 @@ namespace OpenSim.Region.Framework.Scenes
1790 /// <param name="isNew"></param> 1793 /// <param name="isNew"></param>
1791 public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew) 1794 public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
1792 { 1795 {
1793 if (!ParentGroup.Scene.m_physicalPrim && UsePhysics) 1796 if (!ParentGroup.Scene.PhysicalPrims && UsePhysics)
1794 return; 1797 return;
1795 1798
1796 if (IsJoint()) 1799 if (IsJoint())
@@ -4375,7 +4378,7 @@ namespace OpenSim.Region.Framework.Scenes
4375 if (ParentGroup.Scene == null) 4378 if (ParentGroup.Scene == null)
4376 return; 4379 return;
4377 4380
4378 if (PhysActor == null) 4381 if (ParentGroup.Scene.CollidablePrims && PhysActor == null)
4379 { 4382 {
4380 // It's not phantom anymore. So make sure the physics engine get's knowledge of it 4383 // It's not phantom anymore. So make sure the physics engine get's knowledge of it
4381 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( 4384 PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape(