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
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6ac0bc7259
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aadc4eb3b8
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@ -1038,7 +1038,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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actor.Size = m_shape.Scale;
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if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh)
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if (Shape.SculptEntry)
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CheckSculptAndLoad();
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else
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ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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@ -1906,7 +1906,7 @@ namespace OpenSim.Region.Framework.Scenes
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// If this part is a sculpt then delay the physics update until we've asynchronously loaded the
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// mesh data.
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if (((OpenMetaverse.SculptType)Shape.SculptType) == SculptType.Mesh)
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if (Shape.SculptEntry)
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CheckSculptAndLoad();
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else
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m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(PhysActor);
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