Merge commit '3843efe478ed682fd08bf12ea8bd7377c68a36fb' into bigmerge

avinationmerge
Melanie 2011-10-25 01:53:53 +01:00
commit 8841b77cd1
3 changed files with 14 additions and 2 deletions

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@ -34,7 +34,13 @@ namespace OpenSim.Framework
public bool See_into_region_from_neighbor { get; set; }
public string StorageDll { get; set; }
public string ClientstackDll { get; set; }
/// <summary>
/// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
/// PhysicsScene in order to perform collision detection
/// </summary>
public bool PhysicalPrim { get; set; }
public string LibrariesXMLFile { get; set; }
public const uint DefaultRegionHttpPort = 9000;

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@ -1603,7 +1603,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="m_physicalPrim"></param>
public void ApplyPhysics(uint rootObjectFlags, bool VolumeDetectActive, bool m_physicalPrim)
{
// m_log.DebugFormat("[SCENE OBJECT PART]: Applying physics to {0} {1} {2}", Name, LocalId, UUID);
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Applying physics to {0} {1}, m_physicalPrim {2}",
// Name, LocalId, UUID, m_physicalPrim);
bool isPhysical = (((rootObjectFlags & (uint) PrimFlags.Physics) != 0) && m_physicalPrim);
bool isPhantom = ((rootObjectFlags & (uint) PrimFlags.Phantom) != 0);
@ -1871,6 +1873,9 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="isNew"></param>
public void DoPhysicsPropertyUpdate(bool UsePhysics, bool isNew)
{
if (!ParentGroup.Scene.m_physicalPrim && UsePhysics)
return;
if (IsJoint())
{
DoPhysicsPropertyUpdateForNinjaJoint(UsePhysics, isNew);

View File

@ -177,7 +177,8 @@
; ## PHYSICS
; ##
; 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.
; If true then prims can be made subject to physics (gravity, pushing, etc.).
; If false then physics flag can be set but it is not honoured. However, prims are still solid for the purposes of collision direction
physical_prim = true
; Select a mesher here.