Fix problem where sculpts were not getting physical proxies

Fixed this by inspecting Shape.SculptEntry at various places instead of Shape.SculptType.  Sculpties actually have a SculptType of Cylinder - only true mesh is SculptType.Mesh
This addresses http://opensimulator.org/mantis/view.php?id=5595
bulletsim
Justin Clark-Casey (justincc) 2011-07-22 19:23:38 +01:00
parent 6ac0bc7259
commit aadc4eb3b8
1 changed files with 2 additions and 2 deletions

View File

@ -1038,7 +1038,7 @@ namespace OpenSim.Region.Framework.Scenes
{ {
actor.Size = m_shape.Scale; actor.Size = m_shape.Scale;
if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh) if (Shape.SculptEntry)
CheckSculptAndLoad(); CheckSculptAndLoad();
else else
ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
@ -1906,7 +1906,7 @@ namespace OpenSim.Region.Framework.Scenes
// If this part is a sculpt then delay the physics update until we've asynchronously loaded the // If this part is a sculpt then delay the physics update until we've asynchronously loaded the
// mesh data. // mesh data.
if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh) if (Shape.SculptEntry)
CheckSculptAndLoad(); CheckSculptAndLoad();
else else
m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor); m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);