Mantis #2553: Thank you, idb, for a fix that helps to persist changes in prim attributes.
parent
f1aa849dff
commit
4da4941065
|
@ -3058,6 +3058,13 @@ if (m_shape != null) {
|
|||
{
|
||||
|
||||
bool wasUsingPhysics = ((ObjectFlags & (uint) PrimFlags.Physics) != 0);
|
||||
bool wasTemporary = ((ObjectFlags & (uint)PrimFlags.TemporaryOnRez) != 0);
|
||||
bool wasPhantom = ((ObjectFlags & (uint)PrimFlags.Phantom) != 0);
|
||||
|
||||
if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom))
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (UsePhysics)
|
||||
{
|
||||
|
@ -3151,6 +3158,7 @@ if (m_shape != null) {
|
|||
RemFlag(PrimFlags.TemporaryOnRez);
|
||||
}
|
||||
// System.Console.WriteLine("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
|
||||
ParentGroup.HasGroupChanged = true;
|
||||
ScheduleFullUpdate();
|
||||
}
|
||||
|
||||
|
|
Loading…
Reference in New Issue