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fetch physical_prim switch from [Startup] config from inside scene, as is done for most other scene config params
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@@ -73,8 +73,12 @@ namespace OpenSim.Region.Framework.Scenes
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public List<Border> SouthBorders = new List<Border>();
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public List<Border> WestBorders = new List<Border>();
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/// <summary>Are we applying physics to any of the prims in this scene?</summary>
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/// <summary>
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/// Controls whether physics can be applied to prims. Even if false, prims still have entries in a
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/// PhysicsScene in order to perform collision detection
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/// </summary>
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public bool m_physicalPrim;
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public float m_maxNonphys = 256;
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public float m_maxPhys = 10;
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public bool m_clampPrimSize;
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@@ -533,7 +537,7 @@ namespace OpenSim.Region.Framework.Scenes
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public Scene(RegionInfo regInfo, AgentCircuitManager authen,
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SceneCommunicationService sceneGridService,
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ISimulationDataService simDataService, IEstateDataService estateDataService,
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ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim,
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ModuleLoader moduleLoader, bool dumpAssetsToFile,
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bool SeeIntoRegionFromNeighbor, IConfigSource config, string simulatorVersion)
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: this(regInfo)
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{
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@@ -550,8 +554,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_EstateDataService = estateDataService;
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m_regionHandle = m_regInfo.RegionHandle;
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m_regionName = m_regInfo.RegionName;
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m_physicalPrim = physicalPrim;
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m_seeIntoRegionFromNeighbor = SeeIntoRegionFromNeighbor;
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m_asyncSceneObjectDeleter = new AsyncSceneObjectGroupDeleter(this);
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@@ -676,6 +679,8 @@ namespace OpenSim.Region.Framework.Scenes
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// TODO: Change default to true once the feature is supported
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m_usePreJump = startupConfig.GetBoolean("enableprejump", false);
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m_physicalPrim = startupConfig.GetBoolean("physical_prim", true);
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m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys);
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if (RegionInfo.NonphysPrimMax > 0)
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{
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@@ -129,20 +129,15 @@ namespace OpenSim.Region.Framework.Scenes
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#region Fields
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public bool AllowedDrop;
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public bool DIE_AT_EDGE;
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public bool RETURN_AT_EDGE;
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public bool BlockGrab;
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public bool StatusSandbox;
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public Vector3 StatusSandboxPos;
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[XmlIgnore]
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@@ -165,41 +160,29 @@ namespace OpenSim.Region.Framework.Scenes
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// for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
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public UUID Sound;
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public byte SoundFlags;
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public double SoundGain;
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public double SoundRadius;
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public uint TimeStampFull;
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public uint TimeStampLastActivity; // Will be used for AutoReturn
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public uint TimeStampTerse;
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public byte SoundFlags;
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public double SoundGain;
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public double SoundRadius;
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public uint TimeStampFull;
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public uint TimeStampLastActivity; // Will be used for AutoReturn
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public uint TimeStampTerse;
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public UUID FromItemID;
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public UUID FromFolderID;
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public int STATUS_ROTATE_X;
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public int STATUS_ROTATE_Y;
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public int STATUS_ROTATE_Z;
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private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
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/// <value>
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@@ -216,35 +199,26 @@ namespace OpenSim.Region.Framework.Scenes
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public scriptEvents AggregateScriptEvents;
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public Vector3 AttachedPos;
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public Vector3 RotationAxis = Vector3.One;
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public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this
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// Certainly this must be a persistant setting finally
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public bool IsWaitingForFirstSpinUpdatePacket;
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public Quaternion SpinOldOrientation = Quaternion.Identity;
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public Quaternion m_APIDTarget = Quaternion.Identity;
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public float m_APIDDamp = 0;
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public float m_APIDStrength = 0;
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/// <summary>
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/// This part's inventory
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/// </summary>
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/// </summary>
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public IEntityInventory Inventory
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{
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get { return m_inventory; }
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