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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs6
1 files changed, 3 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index c157669..b918f84 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -141,8 +141,8 @@ public sealed class BSPrim : PhysicsActor
141 _friction = _scene.Params.defaultFriction; // TODO: compute based on object material 141 _friction = _scene.Params.defaultFriction; // TODO: compute based on object material
142 _density = _scene.Params.defaultDensity; // TODO: compute based on object material 142 _density = _scene.Params.defaultDensity; // TODO: compute based on object material
143 _restitution = _scene.Params.defaultRestitution; 143 _restitution = _scene.Params.defaultRestitution;
144 _linkset = new BSLinkset(_scene, this); // a linkset of one 144 _linkset = new BSLinkset(Scene, this); // a linkset of one
145 _vehicle = new BSDynamics(this); // add vehicleness 145 _vehicle = new BSDynamics(Scene, this); // add vehicleness
146 _mass = CalculateMass(); 146 _mass = CalculateMass();
147 // do the actual object creation at taint time 147 // do the actual object creation at taint time
148 DetailLog("{0},BSPrim.constructor,call", LocalID); 148 DetailLog("{0},BSPrim.constructor,call", LocalID);
@@ -354,7 +354,7 @@ public sealed class BSPrim : PhysicsActor
354 { 354 {
355 // Done at taint time so we're sure the physics engine is not using the variables 355 // Done at taint time so we're sure the physics engine is not using the variables
356 // Vehicle code changes the parameters for this vehicle type. 356 // Vehicle code changes the parameters for this vehicle type.
357 _vehicle.ProcessTypeChange(type); 357 _vehicle.ProcessTypeChange(type, Scene.LastSimulatedTimestep);
358 // Tell the scene about the vehicle so it will get processing each frame. 358 // Tell the scene about the vehicle so it will get processing each frame.
359 _scene.VehicleInSceneTypeChanged(this, type); 359 _scene.VehicleInSceneTypeChanged(this, type);
360 }); 360 });