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-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSParam.cs2
-rwxr-xr-xOpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs1
2 files changed, 2 insertions, 1 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
index 306928a..965c382 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs
@@ -220,7 +220,7 @@ public static class BSParam
220 (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); }, 220 (s) => { return BSParam.NumericBool(ShouldUseHullsForPhysicalObjects); },
221 (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ), 221 (s,p,l,v) => { ShouldUseHullsForPhysicalObjects = BSParam.BoolNumeric(v); } ),
222 new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes", 222 new ParameterDefn("ShouldRemoveZeroWidthTriangles", "If true, remove degenerate triangles from meshes",
223 ConfigurationParameters.numericFalse, 223 ConfigurationParameters.numericTrue,
224 (s,cf,p,v) => { ShouldRemoveZeroWidthTriangles = cf.GetBoolean(p, BSParam.BoolNumeric(v)); }, 224 (s,cf,p,v) => { ShouldRemoveZeroWidthTriangles = cf.GetBoolean(p, BSParam.BoolNumeric(v)); },
225 (s) => { return BSParam.NumericBool(ShouldRemoveZeroWidthTriangles); }, 225 (s) => { return BSParam.NumericBool(ShouldRemoveZeroWidthTriangles); },
226 (s,p,l,v) => { ShouldRemoveZeroWidthTriangles = BSParam.BoolNumeric(v); } ), 226 (s,p,l,v) => { ShouldRemoveZeroWidthTriangles = BSParam.BoolNumeric(v); } ),
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
index 823402b..ec25aa9 100755
--- a/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
+++ b/OpenSim/Region/Physics/BulletSPlugin/BSPhysObject.cs
@@ -75,6 +75,7 @@ public abstract class BSPhysObject : PhysicsActor
75 PhysicsScene = parentScene; 75 PhysicsScene = parentScene;
76 LocalID = localID; 76 LocalID = localID;
77 PhysObjectName = name; 77 PhysObjectName = name;
78 Name = name; // PhysicsActor also has the name of the object. Someday consolidate.
78 TypeName = typeName; 79 TypeName = typeName;
79 80
80 // We don't have any physical representation yet. 81 // We don't have any physical representation yet.