fix llVolumeDetect(FALSE) not working
parent
57aac3d77e
commit
5dfb706bea
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@ -4741,9 +4741,11 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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VolumeDetectActive = SetVD;
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// volume detector implies phantom
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// volume detector implies phantom we need to decouple this mess
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if (VolumeDetectActive)
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SetPhantom = true;
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else if(wasVD)
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SetPhantom = false;
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if (UsePhysics)
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AddFlag(PrimFlags.Physics);
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@ -4760,7 +4762,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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else
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RemFlag(PrimFlags.TemporaryOnRez);
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if (ParentGroup.Scene == null)
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return;
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@ -4790,26 +4791,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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{
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AddToPhysics(UsePhysics, SetPhantom, building, false);
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pa = PhysActor;
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/*
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if (pa != null)
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{
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if (
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// ((AggregateScriptEvents & scriptEvents.collision) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.collision_end) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.collision_start) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.land_collision_start) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.land_collision) != 0) ||
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// ((AggregateScriptEvents & scriptEvents.land_collision_end) != 0) ||
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((AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
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((ParentGroup.RootPart.AggregateScriptEvents & PhysicsNeededSubsEvents) != 0) ||
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(CollisionSound != UUID.Zero)
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)
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{
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pa.OnCollisionUpdate += PhysicsCollision;
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pa.SubscribeEvents(1000);
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}
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}
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*/
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if (pa != null)
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{
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pa.SetMaterial(Material);
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@ -4820,12 +4802,6 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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{
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DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status.
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/* moved into DoPhysicsPropertyUpdate
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if(VolumeDetectActive)
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pa.SetVolumeDetect(1);
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else
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pa.SetVolumeDetect(0);
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*/
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if (pa.Building != building)
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pa.Building = building;
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@ -4834,32 +4810,8 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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UpdatePhysicsSubscribedEvents();
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}
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}
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if (SetVD)
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{
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// If the above logic worked (this is urgent candidate to unit tests!)
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// we now have a physicsactor.
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// Defensive programming calls for a check here.
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// Better would be throwing an exception that could be catched by a unit test as the internal
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// logic should make sure, this Physactor is always here.
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if (pa != null)
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{
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pa.SetVolumeDetect(1);
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AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
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VolumeDetectActive = true;
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}
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// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
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}
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else if (SetVD != wasVD)
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{
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// Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
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// (mumbles, well, at least if you have infinte CPU powers :-))
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if (pa != null)
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pa.SetVolumeDetect(0);
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RemFlag(PrimFlags.Phantom);
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VolumeDetectActive = false;
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}
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// and last in case we have a new actor and not building
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// and last in case we have a new actor and not building
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if (ParentGroup != null)
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{
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