From 67bbed820290b0307f09f29343e5fc96bdfc669a Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Fri, 28 Dec 2007 05:25:21 +0000 Subject: * Added ability to create new prim on existing prim (rezzing prim from inventory on other prim coming soon). No more new prim buried in the ground by accident. * The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now. --- OpenSim/Region/Physics/OdePlugin/OdePlugin.cs | 17 ++++------------- 1 file changed, 4 insertions(+), 13 deletions(-) (limited to 'OpenSim/Region/Physics') diff --git a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs index 2193d07..006d829 100644 --- a/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs +++ b/OpenSim/Region/Physics/OdePlugin/OdePlugin.cs @@ -299,10 +299,7 @@ namespace OpenSim.Region.Physics.OdePlugin p2.PhysicsActorType == (int) ActorTypes.Prim)) { if (p2.PhysicsActorType == (int) ActorTypes.Agent) - { if (p1.IsPhysical) - { - int q = 1; - } + { p2.CollidingObj = true; //contacts[i].depth = 0.003f; p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f); @@ -313,18 +310,12 @@ namespace OpenSim.Region.Physics.OdePlugin } else { - if (p1.IsPhysical) - { - int q = 1; - } - contacts[i].depth = 0.0000000f; + + //contacts[i].depth = 0.0000000f; } if (p1.PhysicsActorType == (int) ActorTypes.Agent) { - if (p2.IsPhysical) - { - int q = 1; - } + p1.CollidingObj = true; //contacts[i].depth = 0.003f; p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f); -- cgit v1.1