Moved applying an impulse to a newly rezzed object to minimise the delay getting the object moving.
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				|  | @ -2472,7 +2472,12 @@ namespace OpenSim.Region.Environment.Scenes | |||
|                     } | ||||
|                     group.UpdateGroupRotation(rot); | ||||
|                     //group.ApplyPhysics(m_physicalPrim); | ||||
|                     group.Velocity = vel; | ||||
|                     if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) | ||||
|                     { | ||||
|                         group.RootPart.ApplyImpulse(vel, false); | ||||
|                         group.Velocity = vel; | ||||
|                         rootPart.ScheduleFullUpdate(); | ||||
|                     } | ||||
|                     group.CreateScriptInstances(param, true, DefaultScriptEngine, 2); | ||||
|                     rootPart.ScheduleFullUpdate(); | ||||
| 
 | ||||
|  |  | |||
|  | @ -2491,7 +2491,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api | |||
| 
 | ||||
|                     if (new_group.RootPart.PhysActor != null && new_group.RootPart.PhysActor.IsPhysical && llvel != Vector3.Zero) | ||||
|                     { | ||||
|                         new_group.RootPart.ApplyImpulse(llvel, false); | ||||
|                         //Recoil. | ||||
|                         llApplyImpulse(new LSL_Vector(llvel.X * groupmass, llvel.Y * groupmass, llvel.Z * groupmass), 0); | ||||
|                     } | ||||
|  |  | |||
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