diff options
Diffstat (limited to 'OpenSim/Region/Physics/BulletSPlugin')
-rwxr-xr-x | OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | 2 | ||||
-rw-r--r-- | OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | 5 |
2 files changed, 5 insertions, 2 deletions
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs index e98a7fb..2651e3b 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSParam.cs | |||
@@ -375,7 +375,7 @@ public static class BSParam | |||
375 | new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", | 375 | new ParameterDefn<bool>("ShouldUseGImpactShapeForPrims", "If true, use a GImpact shape for prims with cuts and twists", |
376 | false ), | 376 | false ), |
377 | new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", | 377 | new ParameterDefn<bool>("ShouldUseAssetHulls", "If true, use hull if specified in the mesh asset info", |
378 | false ), | 378 | true ), |
379 | 379 | ||
380 | new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", | 380 | new ParameterDefn<int>("CrossingFailuresBeforeOutOfBounds", "How forgiving we are about getting into adjactent regions", |
381 | 5 ), | 381 | 5 ), |
diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs index f5b0361..e11e365 100644 --- a/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSPrim.cs | |||
@@ -511,7 +511,10 @@ public class BSPrim : BSPhysObject | |||
511 | 511 | ||
512 | PhysScene.TaintedObject("setVehicleType", delegate() | 512 | PhysScene.TaintedObject("setVehicleType", delegate() |
513 | { | 513 | { |
514 | ZeroMotion(true /* inTaintTime */); | 514 | // Some vehicle scripts change vehicle type on the fly as an easy way to |
515 | // change all the parameters. Like a plane changing to CAR when on the | ||
516 | // ground. In this case, don't want to zero motion. | ||
517 | // ZeroMotion(true /* inTaintTime */); | ||
515 | VehicleActor.ProcessTypeChange(type); | 518 | VehicleActor.ProcessTypeChange(type); |
516 | ActivateIfPhysical(false); | 519 | ActivateIfPhysical(false); |
517 | }); | 520 | }); |