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* Located and destroyed the weird velocity and rotation transfers. It turned out to be that the Static PhysicsVector.Zero was transferring velocities between all non fixed objects. Not so static after all :(. Finding it was cruel and unusual punishment from the CLR.
* Therefore, when you run through a pile of prim you won't see things rotate when they're not supposed to anymore. * Avatars don't float off either.
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@@ -274,6 +274,12 @@ namespace OpenSim.Region.Physics.BasicPhysicsPlugin
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set { return; }
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}
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public override bool Stopped
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{
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get { return false; }
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}
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public override PhysicsVector Position
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{
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get { return _position; }
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