diff --git a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs index b1833c5e88..d9427e1f98 100755 --- a/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs +++ b/OpenSim/Region/Physics/BulletSPlugin/BSShapeCollection.cs @@ -338,6 +338,7 @@ public class BSShapeCollection : IDisposable ret = GetReferenceToNativeShape(prim, shapeData, ShapeData.PhysicsShapeType.SHAPE_AVATAR, ShapeData.FixedShapeKey.KEY_CAPSULE, shapeCallback); DetailLog("{0},BSShapeCollection.CreateGeom,avatarCapsule,shape={1}", prim.LocalID, prim.BSShape); + ret = true; haveShape = true; } // If the prim attributes are simple, this could be a simple Bullet native shape @@ -411,15 +412,14 @@ public class BSShapeCollection : IDisposable ShapeData.PhysicsShapeType shapeType, ShapeData.FixedShapeKey shapeKey, ShapeDestructionCallback shapeCallback) { + // release any previous shape + DereferenceShape(prim.BSShape, true, shapeCallback); shapeData.Type = shapeType; // Bullet native objects are scaled by the Bullet engine so pass the size in prim.Scale = shapeData.Size; shapeData.Scale = shapeData.Size; - // release any previous shape - DereferenceShape(prim.BSShape, true, shapeCallback); - BulletShape newShape = BuildPhysicalNativeShape(shapeType, shapeData, shapeKey); // Don't need to do a 'ReferenceShape()' here because native shapes are not shared.