From 7243d4f84248092eb5fe4ebe3673501bc84ce250 Mon Sep 17 00:00:00 2001 From: Robert Adams Date: Fri, 17 Aug 2012 14:45:18 -0700 Subject: BulletSim: Properly regenerate hulls when objects made physical. This fixes the problem of non-base shapes (cubes and spheres) falling through the terrain. --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 98afb75..65d526f 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -1392,14 +1392,14 @@ namespace OpenSim.Region.Framework.Scenes else if (FlyDisabled) newFlying = false; else - newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); - - if (actor.Flying != newFlying) - { - // Note: ScenePresence.Flying is actually fetched from the physical actor - // so setting PhysActor.Flying here also sets the ScenePresence's value. - actor.Flying = newFlying; - update_movementflag = true; + newFlying = ((flags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) != 0); + + if (actor.Flying != newFlying) + { + // Note: ScenePresence.Flying is actually fetched from the physical actor + // so setting PhysActor.Flying here also sets the ScenePresence's value. + actor.Flying = newFlying; + update_movementflag = true; } if (ParentID == 0) -- cgit v1.1