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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs17
1 files changed, 0 insertions, 17 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index c870797..93d223e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1704,23 +1704,6 @@ namespace OpenSim.Region.Framework.Scenes
1704 if (userExposed) 1704 if (userExposed)
1705 dupe.m_rootPart.TrimPermissions(); 1705 dupe.m_rootPart.TrimPermissions();
1706 1706
1707 /// may need to create a new Physics actor.
1708 if (dupe.RootPart.PhysActor != null && userExposed)
1709 {
1710 PrimitiveBaseShape pbs = dupe.RootPart.Shape;
1711
1712 dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
1713 dupe.RootPart.Name,
1714 pbs,
1715 dupe.RootPart.AbsolutePosition,
1716 dupe.RootPart.Scale,
1717 dupe.RootPart.RotationOffset,
1718 dupe.RootPart.PhysActor.IsPhysical);
1719
1720 dupe.RootPart.PhysActor.LocalID = dupe.RootPart.LocalId;
1721 dupe.RootPart.DoPhysicsPropertyUpdate(dupe.RootPart.PhysActor.IsPhysical, true);
1722 }
1723
1724 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray()); 1707 List<SceneObjectPart> partList = new List<SceneObjectPart>(m_parts.GetArray());
1725 1708
1726 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2) 1709 partList.Sort(delegate(SceneObjectPart p1, SceneObjectPart p2)