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=5595bulletsim
parent
6ac0bc7259
commit
aadc4eb3b8
|
@ -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);
|
||||||
|
|
Loading…
Reference in New Issue