Merge commit '3843efe478ed682fd08bf12ea8bd7377c68a36fb' into bigmerge
commit
8841b77cd1
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@ -34,7 +34,13 @@ namespace OpenSim.Framework
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public bool See_into_region_from_neighbor { get; set; }
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public string StorageDll { get; set; }
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public string ClientstackDll { get; set; }
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/// <summary>
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/// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
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/// PhysicsScene in order to perform collision detection
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/// </summary>
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public bool PhysicalPrim { get; set; }
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public string LibrariesXMLFile { get; set; }
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public const uint DefaultRegionHttpPort = 9000;
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@ -1603,7 +1603,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="m_physicalPrim"></param>
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public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim)
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{
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// m_log.DebugFormat("[SCENE OBJECT PART]: Applying physics to {0} {1} {2}", Name, LocalId, UUID);
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}",
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// Name, LocalId, UUID, m_physicalPrim);
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bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim);
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bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0);
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@ -1871,6 +1873,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="isNew"></param>
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public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
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{
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if (!ParentGroup.Scene.m_physicalPrim && UsePhysics)
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return;
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if (IsJoint())
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{
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DoPhysicsPropertyUpdateForNinjaJoint(UsePhysics, isNew);
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@ -177,7 +177,8 @@
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; ## PHYSICS
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; ##
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; if you would like to allow prims to be physical and move by physics with the physical checkbox in the client set this to true.
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; If true then prims can be made subject to physics (gravity, pushing, etc.).
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; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
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physical_prim = true
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; Select a mesher here.
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