diff --git a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs index eeaec42eff..5269bf91b1 100644 --- a/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs +++ b/OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs @@ -233,7 +233,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api protected int m_maxHitsPerPrimInCastRay = 16; protected int m_maxHitsPerObjectInCastRay = 16; protected bool m_detectExitsInCastRay = false; - protected bool m_filterPartsInCastRay = false; protected bool m_doAttachmentsInCastRay = false; protected int m_msThrottleInCastRay = 200; protected int m_msPerRegionInCastRay = 40; @@ -391,7 +390,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api m_maxHitsPerPrimInCastRay = lslConfig.GetInt("MaxHitsPerPrimInLlCastRay", m_maxHitsPerPrimInCastRay); m_maxHitsPerObjectInCastRay = lslConfig.GetInt("MaxHitsPerObjectInLlCastRay", m_maxHitsPerObjectInCastRay); m_detectExitsInCastRay = lslConfig.GetBoolean("DetectExitHitsInLlCastRay", m_detectExitsInCastRay); - m_filterPartsInCastRay = lslConfig.GetBoolean("FilterPartsInLlCastRay", m_filterPartsInCastRay); m_doAttachmentsInCastRay = lslConfig.GetBoolean("DoAttachmentsInLlCastRay", m_doAttachmentsInCastRay); m_msThrottleInCastRay = lslConfig.GetInt("ThrottleTimeInMsInLlCastRay", m_msThrottleInCastRay); m_msPerRegionInCastRay = lslConfig.GetInt("AvailableTimeInMsPerRegionInLlCastRay", m_msPerRegionInCastRay); @@ -15063,8 +15061,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api return; if (isPhantom && notdetectPhantom) return; - if (m_filterPartsInCastRay) - return; if (isAttachment && !m_doAttachmentsInCastRay) return; @@ -15072,25 +15068,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api // Iterate over all prims/parts in object/group foreach(SceneObjectPart part in group.Parts) { - // Check part filters if configured - if (m_filterPartsInCastRay) - { - // ignore PhysicsShapeType.None as physics engines do - // or we will get into trouble in future - if(part.PhysicsShapeType == (byte)PhysicsShapeType.None) - continue; - isPhysical = (part.PhysActor != null && part.PhysActor.IsPhysical); - isNonphysical = !isPhysical; - isPhantom = ((part.Flags & PrimFlags.Phantom) != 0) || - (part.VolumeDetectActive); + // ignore PhysicsShapeType.None as physics engines do + // or we will get into trouble in future + if(part.PhysicsShapeType == (byte)PhysicsShapeType.None) + continue; + isPhysical = (part.PhysActor != null && part.PhysActor.IsPhysical); + isNonphysical = !isPhysical; + isPhantom = ((part.Flags & PrimFlags.Phantom) != 0) || + (part.VolumeDetectActive); - if (isPhysical && rejectPhysical) - continue; - if (isNonphysical && rejectNonphysical) - continue; - if (isPhantom && notdetectPhantom) - continue; - } + if (isPhysical && rejectPhysical) + continue; + if (isNonphysical && rejectNonphysical) + continue; + if (isPhantom && notdetectPhantom) + continue; // Parse prim/part and project ray if passed filters Vector3 scalePart = part.Scale; diff --git a/bin/OpenSimDefaults.ini b/bin/OpenSimDefaults.ini index b133da9343..644391fe36 100644 --- a/bin/OpenSimDefaults.ini +++ b/bin/OpenSimDefaults.ini @@ -1635,9 +1635,6 @@ ; Report ray intersections with surfaces on exits from a prim as hits in llCastRay V3 if true DetectExitHitsInLlCastRay = false - ; Filter on parts instead of groups in llCastRay V3 if true - FilterPartsInLlCastRay = false - ; Detect attachments in llCastRay V3 if true DoAttachmentsInLlCastRay = false