From 0e4d5a4d3ce54530f39d513146b066a55769d231 Mon Sep 17 00:00:00 2001 From: Melanie Date: Tue, 21 Feb 2012 10:10:04 +0100 Subject: [PATCH] Also preserve angular velocity on crossing. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 3 +++ 1 file changed, 3 insertions(+) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index d32b20adea..dd9431b8a2 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1540,6 +1540,7 @@ namespace OpenSim.Region.Framework.Scenes if (!isPhantom && !ParentGroup.IsAttachment && !(Shape.PathCurve == (byte)Extrusion.Flexible)) { Vector3 velocity = Velocity; + Vector3 rotationalVelocity = AngularVelocity; try { PhysActor = ParentGroup.Scene.PhysicsScene.AddPrimShape( @@ -1572,7 +1573,9 @@ namespace OpenSim.Region.Framework.Scenes PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0); Velocity = velocity; + AngularVelocity = rotationalVelocity; PhysActor.Velocity = velocity; + PhysActor.RotationalVelocity = rotationalVelocity; if (!building) PhysActor.Building = false;