Fix the last merge artefacts

avinationmerge
Melanie 2012-04-03 23:38:12 +02:00
parent 1bded840b9
commit 726915e9ef
2 changed files with 5 additions and 5 deletions

View File

@ -3583,7 +3583,6 @@ namespace OpenSim.Region.Framework.Scenes
Quaternion axRot = rot; Quaternion axRot = rot;
Quaternion oldParentRot = m_rootPart.RotationOffset; Quaternion oldParentRot = m_rootPart.RotationOffset;
m_rootPart.StoreUndoState();
//Don't use UpdateRotation because it schedules an update prematurely //Don't use UpdateRotation because it schedules an update prematurely
m_rootPart.RotationOffset = rot; m_rootPart.RotationOffset = rot;

View File

@ -4819,6 +4819,7 @@ namespace OpenSim.Region.Framework.Scenes
} }
} }
PhysicsActor pa = PhysActor;
if (SetVD) if (SetVD)
{ {
// If the above logic worked (this is urgent candidate to unit tests!) // If the above logic worked (this is urgent candidate to unit tests!)
@ -4828,7 +4829,7 @@ namespace OpenSim.Region.Framework.Scenes
// logic should make sure, this Physactor is always here. // logic should make sure, this Physactor is always here.
if (pa != null) if (pa != null)
{ {
PhysActor.SetVolumeDetect(1); pa.SetVolumeDetect(1);
// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active // AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
this.VolumeDetectActive = true; this.VolumeDetectActive = true;
} }
@ -4839,7 +4840,7 @@ namespace OpenSim.Region.Framework.Scenes
// (mumbles, well, at least if you have infinte CPU powers :-)) // (mumbles, well, at least if you have infinte CPU powers :-))
if (pa != null) if (pa != null)
{ {
PhysActor.SetVolumeDetect(0); pa.SetVolumeDetect(0);
this.VolumeDetectActive = false; this.VolumeDetectActive = false;
} }
} }
@ -4856,8 +4857,8 @@ namespace OpenSim.Region.Framework.Scenes
// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
// and last in case we have a new actor and not building // and last in case we have a new actor and not building
if (PhysActor != null && PhysActor.Building != building) if (pa != null && pa.Building != building)
PhysActor.Building = building; pa.Building = building;
if (ParentGroup != null) if (ParentGroup != null)
{ {
ParentGroup.HasGroupChanged = true; ParentGroup.HasGroupChanged = true;