* Separate two if trees that got merged into one if tree with borked logic.
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339d8ef2a6
commit
f954c53ddb
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@ -4574,7 +4574,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentGroup.RootPart == this)
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AngularVelocity = new Vector3(0, 0, 0);
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}
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else if (SetVD != wasVD)
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else
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{
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if (ParentGroup.Scene.CollidablePrims)
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{
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@ -4620,9 +4621,31 @@ namespace OpenSim.Region.Framework.Scenes
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UpdatePhysicsSubscribedEvents();
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}
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}
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if (SetVD)
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{
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// If the above logic worked (this is urgent candidate to unit tests!)
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// we now have a physicsactor.
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// Defensive programming calls for a check here.
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// Better would be throwing an exception that could be catched by a unit test as the internal
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// logic should make sure, this Physactor is always here.
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if (pa != null)
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{
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pa.SetVolumeDetect(1);
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AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
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VolumeDetectActive = true;
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}
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// m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
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}
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else if (SetVD != wasVD)
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{
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// Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
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// (mumbles, well, at least if you have infinte CPU powers :-))
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if (pa != null)
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pa.SetVolumeDetect(0);
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RemFlag(PrimFlags.Phantom);
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VolumeDetectActive = false;
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}
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// and last in case we have a new actor and not building
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if (ParentGroup != null)
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