actually that was redundante, already done at low level
parent
8c46ab02c7
commit
32e30afbcb
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@ -741,7 +741,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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rootPart.RemFlag(PrimFlags.TemporaryOnRez);
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rootPart.RemFlag(PrimFlags.TemporaryOnRez);
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so.ApplyPhysics(false);
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so.ApplyPhysics();
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rootPart.Rezzed = DateTime.Now;
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rootPart.Rezzed = DateTime.Now;
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so.AttachToBackup();
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so.AttachToBackup();
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@ -1237,7 +1237,7 @@ namespace OpenSim.Region.Framework.Scenes
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//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
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//m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID);
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}
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}
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ApplyPhysics(true);
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ApplyPhysics();
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// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
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// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
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// for the same object with very different properties. The caller must schedule the update.
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// for the same object with very different properties. The caller must schedule the update.
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@ -1846,7 +1846,7 @@ namespace OpenSim.Region.Framework.Scenes
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AttachmentPoint = (byte)0;
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AttachmentPoint = (byte)0;
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// must check if buildind should be true or false here
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// must check if buildind should be true or false here
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// m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
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// m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
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ApplyPhysics(false);
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ApplyPhysics();
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HasGroupChanged = true;
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HasGroupChanged = true;
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RootPart.Rezzed = DateTime.Now;
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RootPart.Rezzed = DateTime.Now;
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@ -2151,7 +2151,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// Apply physics to this group
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/// Apply physics to this group
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/// </summary>
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/// </summary>
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public void ApplyPhysics(bool refreshForces)
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public void ApplyPhysics()
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{
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{
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SceneObjectPart[] parts = m_parts.GetArray();
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SceneObjectPart[] parts = m_parts.GetArray();
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if (parts.Length > 1)
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if (parts.Length > 1)
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@ -2179,13 +2179,6 @@ namespace OpenSim.Region.Framework.Scenes
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// Apply physics to the root prim
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// Apply physics to the root prim
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m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
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m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
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}
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}
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if (m_rootPart.PhysActor != null && refreshForces)
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{
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m_rootPart.Force = m_rootPart.Force;
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m_rootPart.Torque = m_rootPart.Torque;
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m_rootPart.Buoyancy = m_rootPart.Buoyancy;
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}
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}
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}
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public void SetOwnerId(UUID userId)
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public void SetOwnerId(UUID userId)
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@ -3079,7 +3072,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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// cancel physics
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// cancel physics
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RootPart.Flags &= ~PrimFlags.Physics;
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RootPart.Flags &= ~PrimFlags.Physics;
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ApplyPhysics(false);
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ApplyPhysics();
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}
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}
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}
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}
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