From d47a18fd09cfa7abc5fbd646a7a8edbec12c870c Mon Sep 17 00:00:00 2001 From: teravus Date: Tue, 11 Jun 2013 08:56:20 -0500 Subject: * Adds KeyFrameMotion storage support to SQLite, just a note, seems that there's still something wrong with keyframed motion starting when the sim starts up, you have to 'select' and 'deselect' the prim again to get it to appear to move. Not sure what this is but maybe melanie_t can comment on this. * Has a prim table migration.. that might take a while, hold on to your hats. * Fixes a null-ref when shutting down while keyframed motion is active. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 5 +++-- 1 file changed, 3 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework/Scenes') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ff3f738..482d958 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -779,7 +779,8 @@ namespace OpenSim.Region.Framework.Scenes } // Tell the physics engines that this prim changed. - ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); + if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null) + ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); } catch (Exception e) { @@ -892,7 +893,7 @@ namespace OpenSim.Region.Framework.Scenes //m_log.Info("[PART]: RO2:" + actor.Orientation.ToString()); } - if (ParentGroup != null) + if (ParentGroup != null && ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null) ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); //} } -- cgit v1.1