Fix the last merge artefacts
parent
1bded840b9
commit
726915e9ef
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@ -3583,7 +3583,6 @@ namespace OpenSim.Region.Framework.Scenes
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Quaternion axRot = rot;
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Quaternion axRot = rot;
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Quaternion oldParentRot = m_rootPart.RotationOffset;
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Quaternion oldParentRot = m_rootPart.RotationOffset;
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m_rootPart.StoreUndoState();
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//Don't use UpdateRotation because it schedules an update prematurely
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//Don't use UpdateRotation because it schedules an update prematurely
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m_rootPart.RotationOffset = rot;
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m_rootPart.RotationOffset = rot;
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@ -4819,6 +4819,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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PhysicsActor pa = PhysActor;
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if (SetVD)
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if (SetVD)
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{
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{
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// If the above logic worked (this is urgent candidate to unit tests!)
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// If the above logic worked (this is urgent candidate to unit tests!)
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@ -4828,7 +4829,7 @@ namespace OpenSim.Region.Framework.Scenes
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// logic should make sure, this Physactor is always here.
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// logic should make sure, this Physactor is always here.
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if (pa != null)
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if (pa != null)
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{
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{
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PhysActor.SetVolumeDetect(1);
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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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// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
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this.VolumeDetectActive = true;
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this.VolumeDetectActive = true;
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}
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}
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@ -4839,7 +4840,7 @@ namespace OpenSim.Region.Framework.Scenes
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// (mumbles, well, at least if you have infinte CPU powers :-))
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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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if (pa != null)
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{
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{
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PhysActor.SetVolumeDetect(0);
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pa.SetVolumeDetect(0);
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this.VolumeDetectActive = false;
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this.VolumeDetectActive = false;
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}
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}
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}
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}
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@ -4856,8 +4857,8 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
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// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
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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 (PhysActor != null && PhysActor.Building != building)
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if (pa != null && pa.Building != building)
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PhysActor.Building = building;
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pa.Building = building;
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if (ParentGroup != null)
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if (ParentGroup != null)
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{
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{
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ParentGroup.HasGroupChanged = true;
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ParentGroup.HasGroupChanged = true;
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