mirror of
https://github.com/opensim/opensim.git
synced 2026-08-06 01:06:30 +08:00
* Valid Sculpted prim now collide properly.
* The first time you set the sculpted texture of a prim you might have to futz with it to get it to generate a sculpted physics proxy * Note that there are already issues in Trunk, (such as the prim scaling issue and prim jumping issue. Essentially editing is difficult right now) * This just adds to the experimental nature of trunk. :D
This commit is contained in:
@@ -1568,6 +1568,10 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
byte[] extraP = new byte[Shape.ExtraParams.Length];
|
||||
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
|
||||
dupe.Shape.ExtraParams = extraP;
|
||||
if (dupe.m_shape.SculptEntry && dupe.m_shape.SculptTexture != LLUUID.Zero)
|
||||
{
|
||||
m_parentGroup.Scene.AssetCache.GetAsset(dupe.m_shape.SculptTexture, dupe.SculptTextureCallback, true);
|
||||
}
|
||||
bool UsePhysics = ((dupe.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
|
||||
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
|
||||
|
||||
@@ -1939,6 +1943,10 @@ namespace OpenSim.Region.Environment.Scenes
|
||||
if (texture != null)
|
||||
{
|
||||
m_shape.SculptData = texture.Data;
|
||||
if (PhysActor != null)
|
||||
{
|
||||
PhysActor.Shape = m_shape;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user