Stop prims that get non-physical. Fixes Mantis#2859.
							parent
							
								
									a0f8e04142
								
							
						
					
					
						commit
						0cbdfcea87
					
				| 
						 | 
				
			
			@ -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);
 | 
			
		||||
            }
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
		Reference in New Issue