drop attachments to ground with phantom active. We should not do this, but for now there no better way to avoid nasty collisions. (large physical objects may still have bad collisions with ground on drop)

LSLKeyTest
UbitUmarov 2015-12-20 11:57:52 +00:00
parent 844266c4d5
commit 827058e359
1 changed files with 8 additions and 5 deletions

View File

@ -737,11 +737,14 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
}
rootPart.RemFlag(PrimFlags.TemporaryOnRez);
// not physical, not temporary, phaton, not volume detector
// so.UpdatePrimFlags(rootPart.LocalId,false,false,true,rootPart.VolumeDetectActive);
// restore full physical state instead
// not physical, not temporary, phaton, not volume detector
// so.UpdatePrimFlags(rootPart.LocalId,false,false,true,rootPart.VolumeDetectActive);
// but do avoid nasty collisions set it phantom in this drop case
// until a better way is found
rootPart.AddFlag(PrimFlags.Phantom);
so.ApplyPhysics();
so.HasGroupChanged = true;
@ -761,8 +764,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
// Attach (NULL) stops scripts. We don't want that. Resume them.
so.ResumeScripts();
so.ScheduleGroupForTerseUpdate();
so.RootPart.ScheduleFullUpdate();
so.ScheduleGroupForTerseUpdate();
}
public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)