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* ODE Stability update 4 :D
* Changed the way meshing requests get sent to the ODEPlugin * Numerous other fixes
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@@ -1265,23 +1265,11 @@ namespace OpenSim.Region.Environment.Scenes
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if (part != null)
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{
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part.UpdateShape(shapeBlock);
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}
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if (m_rootPart.PhysActor != null)
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{
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m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
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m_rootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
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m_rootPart.Name,
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m_rootPart.Shape,
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new PhysicsVector(m_rootPart.AbsolutePosition.X, m_rootPart.AbsolutePosition.Y,
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m_rootPart.AbsolutePosition.Z),
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new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z),
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new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X,
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m_rootPart.RotationOffset.Y, m_rootPart.RotationOffset.Z),
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m_rootPart.PhysActor.IsPhysical);
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bool UsePhysics = ((m_rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) != 0);
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m_rootPart.DoPhysicsPropertyUpdate(UsePhysics, true);
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if (part.PhysActor != null)
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m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
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}
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}
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#endregion
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@@ -1299,15 +1287,24 @@ namespace OpenSim.Region.Environment.Scenes
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if (part != null)
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{
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part.Resize(scale);
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if (part.UUID == m_rootPart.UUID)
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if (part.PhysActor != null)
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{
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if (m_rootPart.PhysActor != null)
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{
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m_rootPart.PhysActor.Size =
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new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z);
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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}
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part.PhysActor.Size =
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new PhysicsVector(scale.X, scale.Y, scale.Z);
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m_scene.PhysicsScene.AddPhysicsActorTaint(part.PhysActor);
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}
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if (part.UUID != m_rootPart.UUID)
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ScheduleGroupForFullUpdate();
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//if (part.UUID == m_rootPart.UUID)
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//{
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//if (m_rootPart.PhysActor != null)
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//{
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//m_rootPart.PhysActor.Size =
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//new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z);
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//m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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//}
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//}
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}
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}
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