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* adds flag in OpenSim.ini for disabling physical prim. Look at OpenSim.ini.example in the bin folder for an example.
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@@ -446,7 +446,7 @@ namespace OpenSim.Region.Environment.Scenes
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AddEntity(group);
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group.AbsolutePosition = pos;
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SceneObjectPart rootPart = group.GetChildPart(group.UUID);
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bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
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bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0)&& m_physicalPrim);
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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{
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PrimitiveBaseShape pbs = rootPart.Shape;
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@@ -68,7 +68,7 @@ namespace OpenSim.Region.Environment.Scenes
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private int m_timeUpdateCount;
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private readonly Mutex updateLock;
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public bool m_physicalPrim;
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protected ModuleLoader m_moduleLoader;
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protected StorageManager m_storageManager;
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protected AgentCircuitManager m_authenticateHandler;
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@@ -192,7 +192,7 @@ namespace OpenSim.Region.Environment.Scenes
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public Scene(RegionInfo regInfo, AgentCircuitManager authen, CommunicationsManager commsMan, SceneCommunicationService sceneGridService,
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AssetCache assetCach, StorageManager storeManager, BaseHttpServer httpServer,
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ModuleLoader moduleLoader, bool dumpAssetsToFile)
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ModuleLoader moduleLoader, bool dumpAssetsToFile, bool physicalPrim)
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{
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updateLock = new Mutex(false);
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@@ -207,6 +207,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_regionName = m_regInfo.RegionName;
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m_datastore = m_regInfo.DataStore;
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RegisterRegionWithComms();
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m_physicalPrim = physicalPrim;
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m_LandManager = new LandManager(this, m_regInfo);
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m_estateManager = new EstateManager(this, m_regInfo);
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@@ -522,7 +523,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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AddEntityFromStorage(prim);
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SceneObjectPart rootPart = prim.GetChildPart(prim.UUID);
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bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
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bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim);
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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rootPart.PhysActor = phyScene.AddPrimShape(
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rootPart.Name,
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@@ -572,7 +573,7 @@ namespace OpenSim.Region.Environment.Scenes
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rootPart.ObjectFlags += (uint) LLObject.ObjectFlags.Phantom;
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}
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// if not phantom, add to physics
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bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
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bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_physicalPrim);
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if ((rootPart.ObjectFlags & (uint) LLObject.ObjectFlags.Phantom) == 0)
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rootPart.PhysActor =
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phyScene.AddPrimShape(
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@@ -770,7 +770,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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i += 46;
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//IsLocked = (data[i++] != 0) ? true : false;
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UsePhysics = (data[i++] != 0) ? true : false;
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UsePhysics = ((data[i++] != 0) && m_parentGroup.m_scene.m_physicalPrim) ? true : false;
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//System.Console.WriteLine("U" + packet.ToBytes().Length.ToString());
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IsTemporary = (data[i++] != 0) ? true : false;
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IsPhantom = (data[i++] != 0) ? true : false;
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@@ -782,7 +782,7 @@ namespace OpenSim.Region.Environment.Scenes
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//Silently ignore it - TODO: FIXME Quick
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}
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if (UsePhysics)
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if (UsePhysics )
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{
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AddFlag(LLObject.ObjectFlags.Physics);
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if (PhysActor != null)
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@@ -791,9 +791,12 @@ namespace OpenSim.Region.Environment.Scenes
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}
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else
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{
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RemFlag(LLObject.ObjectFlags.Physics);
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if (PhysActor != null)
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PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
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if (m_parentGroup.m_scene.m_physicalPrim)
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{
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RemFlag(LLObject.ObjectFlags.Physics);
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if (PhysActor != null)
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PhysActor.OnRequestTerseUpdate -= PhysicsRequestingTerseUpdate;
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}
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}
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if (IsPhantom)
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@@ -44,7 +44,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_innerScene.AddEntity(obj);
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
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bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim);
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if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
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rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape(
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rootPart.Name,
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@@ -110,7 +110,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_innerScene.AddEntityFromStorage(obj);
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SceneObjectPart rootPart = obj.GetChildPart(obj.UUID);
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bool UsePhysics = ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0);
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bool UsePhysics = (((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Physics) > 0) && m_parentScene.m_physicalPrim);
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if ((rootPart.ObjectFlags & (uint)LLObject.ObjectFlags.Phantom) == 0)
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rootPart.PhysActor = m_innerScene.PhyScene.AddPrimShape(
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rootPart.Name,
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