Properly regenerate physics proxy when a mesh is resized.
This is done in SOP.Resize(). More common code from callers needs to be refactored into this method to reduce confusing copy/pastingbulletsim
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0badf3718d
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8e44a8e2b9
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@ -2831,6 +2831,12 @@ namespace OpenSim.Region.Framework.Scenes
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StoreUndoState();
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StoreUndoState();
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m_shape.Scale = scale;
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m_shape.Scale = scale;
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// If we're a mesh/sculpt, then we need to tell the physics engine about our new size. To do this, we
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// need to reinsert the sculpt data into the shape, since the physics engine deletes it when done to
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// save memory
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if (PhysActor != null)
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CheckSculptAndLoad();
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ParentGroup.HasGroupChanged = true;
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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ScheduleFullUpdate();
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}
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}
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@ -4619,9 +4625,11 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// <summary>
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/// Update the textures on the part.
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/// Update the textures on the part.
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/// </summary>
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/// </summary>
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/// <remarks>
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/// Added to handle bug in libsecondlife's TextureEntry.ToBytes()
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/// Added to handle bug in libsecondlife's TextureEntry.ToBytes()
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/// not handling RGBA properly. Cycles through, and "fixes" the color
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/// not handling RGBA properly. Cycles through, and "fixes" the color
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/// info
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/// info
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/// </remarks>
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/// <param name="tex"></param>
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/// <param name="tex"></param>
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public void UpdateTexture(Primitive.TextureEntry tex)
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public void UpdateTexture(Primitive.TextureEntry tex)
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{
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{
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