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Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs')
-rw-r--r--OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs5
1 files changed, 2 insertions, 3 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
index 9695fcf..5d359e8 100644
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs
@@ -96,11 +96,9 @@ public class BSPrim : BSPhysObject
96 _isPhysical = pisPhysical; 96 _isPhysical = pisPhysical;
97 _isVolumeDetect = false; 97 _isVolumeDetect = false;
98 98
99 // Add a dynamic vehicle to our set of actors that can move this prim.
100 // PhysicalActors.Add(VehicleActorName, new BSDynamics(PhysScene, this, VehicleActorName));
101
102 _mass = CalculateMass(); 99 _mass = CalculateMass();
103 100
101 DetailLog("{0},BSPrim.constructor,pbs={1}", LocalID, BSScene.PrimitiveBaseShapeToString(pbs));
104 // DetailLog("{0},BSPrim.constructor,call", LocalID); 102 // DetailLog("{0},BSPrim.constructor,call", LocalID);
105 // do the actual object creation at taint time 103 // do the actual object creation at taint time
106 PhysScene.TaintedObject(LocalID, "BSPrim.create", delegate() 104 PhysScene.TaintedObject(LocalID, "BSPrim.create", delegate()
@@ -168,6 +166,7 @@ public class BSPrim : BSPhysObject
168 public override PrimitiveBaseShape Shape { 166 public override PrimitiveBaseShape Shape {
169 set { 167 set {
170 BaseShape = value; 168 BaseShape = value;
169 DetailLog("{0},BSPrim.changeShape,pbs={1}", LocalID, BSScene.PrimitiveBaseShapeToString(BaseShape));
171 PrimAssetState = PrimAssetCondition.Unknown; 170 PrimAssetState = PrimAssetCondition.Unknown;
172 ForceBodyShapeRebuild(false); 171 ForceBodyShapeRebuild(false);
173 } 172 }