Merge branch 'master' into vehicles

This commit is contained in:
Melanie
2009-10-05 10:17:23 +01:00
63 changed files with 1874 additions and 1906 deletions

View File

@@ -1332,7 +1332,8 @@ if (m_shape != null) {
bool RigidBody = isPhysical && !isPhantom;
// The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition
if (!isPhantom && !IsAttachment)
// or flexible
if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
{
PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
Name,
@@ -3395,8 +3396,8 @@ if (m_shape != null) {
}
}
if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints
if (IsPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
{
AddFlag(PrimFlags.Phantom);
if (PhysActor != null)