From edc8a15487554cf28a1843e3cbff343a782b1a94 Mon Sep 17 00:00:00 2001 From: Melanie Date: Mon, 12 Mar 2012 14:06:39 +0100 Subject: [PATCH] Restore duplication of the SL bug where linking phantom to solid lets the child prim remain phantom --- OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 265456348d..e5cfed0508 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -2511,7 +2511,6 @@ namespace OpenSim.Region.Framework.Scenes // physics flags from group to be applied to linked parts bool grpusephys = UsesPhysics; bool grptemporary = IsTemporary; - bool gprphantom = IsPhantom; Vector3 oldGroupPosition = linkPart.GroupPosition; Quaternion oldRootRotation = linkPart.RotationOffset; @@ -2557,7 +2556,7 @@ namespace OpenSim.Region.Framework.Scenes linkPart.CreateSelected = true; // let physics know preserve part volume dtc messy since UpdatePrimFlags doesn't look to parent changes for now - linkPart.UpdatePrimFlags(grpusephys, grptemporary, gprphantom, linkPart.VolumeDetectActive, true); + linkPart.UpdatePrimFlags(grpusephys, grptemporary, (linkPart.Flags & PrimFlags.Phantom) != null, linkPart.VolumeDetectActive, true); if (linkPart.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) { linkPart.PhysActor.link(m_rootPart.PhysActor); @@ -2579,7 +2578,7 @@ namespace OpenSim.Region.Framework.Scenes { LinkNonRootPart(part, oldGroupPosition, oldRootRotation, linkNum++); // let physics know - part.UpdatePrimFlags(grpusephys, grptemporary, gprphantom, part.VolumeDetectActive, true); + part.UpdatePrimFlags(grpusephys, grptemporary, (part.Flags & PrimFlags.Phantom) != null, part.VolumeDetectActive, true); if (part.PhysActor != null && m_rootPart.PhysActor != null && m_rootPart.PhysActor.IsPhysical) { part.PhysActor.link(m_rootPart.PhysActor);