Stop prims that get non-physical. Fixes Mantis#2859.

0.6.1-post-fixes
Homer Horwitz 2008-12-19 20:33:51 +00:00
parent a0f8e04142
commit 0cbdfcea87
1 changed files with 7 additions and 0 deletions

View File

@ -1450,6 +1450,13 @@ if (m_shape != null) {
}
}
}
if (!UsePhysics)
{
// reset velocity to 0. Without that, the client thinks the prim still has velocity and
// continues to interpolate its position along the old velocity-vector.
Velocity = new Vector3(0, 0, 0);
}
}
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
}