fetch physical_prim switch from [Startup] config from inside scene, as is done for most other scene config params
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			@ -35,12 +35,9 @@ namespace OpenSim.Framework
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        public string StorageDll                    { get; set; }
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        public string ClientstackDll                { get; set; }
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        /// <summary>
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        /// Controls whether physics can be applied to prims.  Even if false, prims still have entries in a
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        /// PhysicsScene in order to perform collision detection
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        /// </summary>
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        public bool   PhysicalPrim                  { get; set; }
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        public string LibrariesXMLFile              { get; set; }
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        public const uint DefaultRegionHttpPort = 9000;
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			@ -362,7 +362,6 @@ namespace OpenSim
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            {
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                m_configSettings.PhysicsEngine = startupConfig.GetString("physics");
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                m_configSettings.MeshEngineName = startupConfig.GetString("meshing");
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                m_configSettings.PhysicalPrim = startupConfig.GetBoolean("physical_prim", true);
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                m_configSettings.See_into_region_from_neighbor = startupConfig.GetBoolean("see_into_this_sim_from_neighbor", true);
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			@ -659,7 +659,7 @@ namespace OpenSim
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            return new Scene(
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                regionInfo, circuitManager, sceneGridService,
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                simDataService, estateDataService, m_moduleLoader, false, m_configSettings.PhysicalPrim,
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                simDataService, estateDataService, m_moduleLoader, false,
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                m_configSettings.See_into_region_from_neighbor, m_config.Source, m_version);
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        }
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			@ -73,8 +73,12 @@ namespace OpenSim.Region.Framework.Scenes
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        public List<Border> SouthBorders = new List<Border>();
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        public List<Border> WestBorders = new List<Border>();
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        /// <summary>Are we applying physics to any of the prims in this scene?</summary>
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        /// <summary>
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        /// Controls whether physics can be applied to prims.  Even if false, prims still have entries in a
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        /// PhysicsScene in order to perform collision detection
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        /// </summary>
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        public bool m_physicalPrim;
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        public float m_maxNonphys = 256;
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        public float m_maxPhys = 10;
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        public bool m_clampPrimSize;
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			@ -533,7 +537,7 @@ namespace OpenSim.Region.Framework.Scenes
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        public Scene(RegionInfo regInfo, AgentCircuitManager authen,
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                     SceneCommunicationService sceneGridService,
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                     ISimulationDataService simDataService, IEstateDataService estateDataService,
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                     ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
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                     ModuleLoader moduleLoader, bool dumpAssetsToFile,
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                     bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
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            : this(regInfo)
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        {
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			@ -550,8 +554,7 @@ namespace OpenSim.Region.Framework.Scenes
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            m_EstateDataService = estateDataService;
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            m_regionHandle = m_regInfo.RegionHandle;
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            m_regionName = m_regInfo.RegionName;
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            m_physicalPrim = physicalPrim;
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            m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
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            m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
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			@ -676,6 +679,8 @@ namespace OpenSim.Region.Framework.Scenes
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                // TODO: Change default to true once the feature is supported
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                m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
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                m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
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                m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
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                if (RegionInfo.NonphysPrimMax > 0)
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                {
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			@ -129,20 +129,15 @@ namespace OpenSim.Region.Framework.Scenes
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        #region Fields
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        public bool AllowedDrop;
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        public bool DIE_AT_EDGE;
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        public bool RETURN_AT_EDGE;
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        public bool BlockGrab;
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        public bool StatusSandbox;
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        public Vector3 StatusSandboxPos;
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        [XmlIgnore]
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			@ -165,41 +160,29 @@ namespace OpenSim.Region.Framework.Scenes
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        //        for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
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        public UUID Sound;
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        public byte SoundFlags;
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        public double SoundGain;
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        public double SoundRadius;
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        public uint TimeStampFull;
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        public uint TimeStampLastActivity; // Will be used for AutoReturn
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        public uint TimeStampTerse;
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        public byte SoundFlags;
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        public double SoundGain;
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        public double SoundRadius;
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        public uint TimeStampFull;
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        public uint TimeStampLastActivity; // Will be used for AutoReturn
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        public uint TimeStampTerse;
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        public UUID FromItemID;
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        public UUID FromFolderID;
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        public int STATUS_ROTATE_X;
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        public int STATUS_ROTATE_Y;
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        public int STATUS_ROTATE_Z;
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        private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
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        /// <value>
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			@ -216,35 +199,26 @@ namespace OpenSim.Region.Framework.Scenes
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        public scriptEvents AggregateScriptEvents;
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        public Vector3 AttachedPos;
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        public Vector3 RotationAxis = Vector3.One;
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        public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
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                                        // Certainly this must be a persistant setting finally
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        public bool IsWaitingForFirstSpinUpdatePacket;
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        public Quaternion SpinOldOrientation = Quaternion.Identity;
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        public Quaternion m_APIDTarget = Quaternion.Identity;
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        public float m_APIDDamp = 0;
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        public float m_APIDStrength = 0;
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        /// <summary>
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        /// This part's inventory
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        /// </summary>
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        /// </summary>        
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        public IEntityInventory Inventory
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        {
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            get { return m_inventory; }
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			@ -108,7 +108,7 @@ namespace OpenSim.Tests.Common
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            IConfigSource configSource = new IniConfigSource();
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            TestScene testScene = new TestScene(
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                regInfo, acm, scs, simDataService, estateDataService, null, false, false, false, configSource, null);
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                regInfo, acm, scs, simDataService, estateDataService, null, false, false, configSource, null);
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            IRegionModule godsModule = new GodsModule();
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            godsModule.Initialise(testScene, new IniConfigSource());
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			@ -41,10 +41,10 @@ namespace OpenSim.Tests.Common.Mock
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        public TestScene(
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            RegionInfo regInfo, AgentCircuitManager authen,
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            SceneCommunicationService sceneGridService, ISimulationDataService simDataService, IEstateDataService estateDataService,
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            ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
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            ModuleLoader moduleLoader, bool dumpAssetsToFile,
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            bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
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            : base(regInfo, authen, sceneGridService, simDataService, estateDataService, moduleLoader,
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                   dumpAssetsToFile, physicalPrim, SeeIntoRegionFromNeighbor, config, simulatorVersion)
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                   dumpAssetsToFile, SeeIntoRegionFromNeighbor, config, simulatorVersion)
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        {
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        }
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