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Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
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@@ -1987,6 +1987,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type
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// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
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// So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
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// is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
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// It's perfectly okay when the object is not an active physical body though.
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// So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
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// but only if the object is not physial and active. This is important for rotating doors.
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// without the absoluteposition = absoluteposition happening, the doors do not move in the physics
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// scene
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if (part.PhysActor != null && !part.PhysActor.IsPhysical)
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{
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part.ParentGroup.ResetChildPrimPhysicsPositions();
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}
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}
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/// <summary>
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