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Merge branch 'master' into vehicles
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@@ -1332,7 +1332,8 @@ if (m_shape != null) {
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bool RigidBody = isPhysical && !isPhantom;
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// 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
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if (!isPhantom && !IsAttachment)
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// or flexible
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if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible))
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{
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PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape(
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Name,
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@@ -3395,8 +3396,8 @@ if (m_shape != null) {
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}
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}
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if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints
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if (IsPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints
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{
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AddFlag(PrimFlags.Phantom);
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if (PhysActor != null)
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