remove redundant PhysActor.IsPhysical call from SOP.UpdatePrimFlags() as its done immediately afterwards in DoPhysicsPropertyUpdate()
parent
63a6bc93e4
commit
f8deca7f2d
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@ -4338,9 +4338,7 @@ namespace OpenSim.Region.Framework.Scenes
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bool wasVD = VolumeDetectActive;
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bool wasVD = VolumeDetectActive;
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if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
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if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD))
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{
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return;
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return;
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}
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// Special cases for VD. VD can only be called from a script
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// Special cases for VD. VD can only be called from a script
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// and can't be combined with changes to other states. So we can rely
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// and can't be combined with changes to other states. So we can rely
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@ -4454,8 +4452,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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else // it already has a physical representation
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else // it already has a physical representation
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{
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{
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PhysActor.IsPhysical = UsePhysics;
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DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
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DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
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if (!m_parentGroup.IsDeleted)
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if (!m_parentGroup.IsDeleted)
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