actually that was redundante, already done at low level

LSLKeyTest
UbitUmarov 2016-07-27 21:31:43 +01:00
parent 8c46ab02c7
commit 32e30afbcb
2 changed files with 5 additions and 12 deletions

View File

@ -741,7 +741,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
rootPart.RemFlag(PrimFlags.TemporaryOnRez); rootPart.RemFlag(PrimFlags.TemporaryOnRez);
so.ApplyPhysics(false); so.ApplyPhysics();
rootPart.Rezzed = DateTime.Now; rootPart.Rezzed = DateTime.Now;
so.AttachToBackup(); so.AttachToBackup();

View File

@ -1237,7 +1237,7 @@ namespace OpenSim.Region.Framework.Scenes
//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); //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);
} }
ApplyPhysics(true); ApplyPhysics();
// Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled // Don't trigger the update here - otherwise some client issues occur when multiple updates are scheduled
// for the same object with very different properties. The caller must schedule the update. // for the same object with very different properties. The caller must schedule the update.
@ -1846,7 +1846,7 @@ namespace OpenSim.Region.Framework.Scenes
AttachmentPoint = (byte)0; AttachmentPoint = (byte)0;
// must check if buildind should be true or false here // must check if buildind should be true or false here
// m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false); // m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive,false);
ApplyPhysics(false); ApplyPhysics();
HasGroupChanged = true; HasGroupChanged = true;
RootPart.Rezzed = DateTime.Now; RootPart.Rezzed = DateTime.Now;
@ -2151,7 +2151,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary> /// <summary>
/// Apply physics to this group /// Apply physics to this group
/// </summary> /// </summary>
public void ApplyPhysics(bool refreshForces) public void ApplyPhysics()
{ {
SceneObjectPart[] parts = m_parts.GetArray(); SceneObjectPart[] parts = m_parts.GetArray();
if (parts.Length > 1) if (parts.Length > 1)
@ -2179,13 +2179,6 @@ namespace OpenSim.Region.Framework.Scenes
// Apply physics to the root prim // Apply physics to the root prim
m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false); m_rootPart.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_rootPart.VolumeDetectActive, false);
} }
if (m_rootPart.PhysActor != null && refreshForces)
{
m_rootPart.Force = m_rootPart.Force;
m_rootPart.Torque = m_rootPart.Torque;
m_rootPart.Buoyancy = m_rootPart.Buoyancy;
}
} }
public void SetOwnerId(UUID userId) public void SetOwnerId(UUID userId)
@ -3079,7 +3072,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
// cancel physics // cancel physics
RootPart.Flags &= ~PrimFlags.Physics; RootPart.Flags &= ~PrimFlags.Physics;
ApplyPhysics(false); ApplyPhysics();
} }
} }