From d948168727a64f12c1b8a96488bab5c4c2aefe23 Mon Sep 17 00:00:00 2001 From: Andrew Meadows Date: Wed, 23 Jan 2019 21:30:15 -0800 Subject: [PATCH] computeMotionType() returns KINEMATIC for things with grab --- libraries/physics/src/EntityMotionState.cpp | 2 ++ 1 file changed, 2 insertions(+) diff --git a/libraries/physics/src/EntityMotionState.cpp b/libraries/physics/src/EntityMotionState.cpp index 9814e358c3..b417aa2448 100644 --- a/libraries/physics/src/EntityMotionState.cpp +++ b/libraries/physics/src/EntityMotionState.cpp @@ -211,6 +211,7 @@ PhysicsMotionType EntityMotionState::computePhysicsMotionType() const { } if (_entity->isMovingRelativeToParent() || _entity->hasActions() || + _entity->hasGrabs() || _entity->hasAncestorOfType(NestableType::Avatar)) { return MOTION_TYPE_KINEMATIC; } @@ -767,6 +768,7 @@ bool EntityMotionState::shouldSendBid() const { // NOTE: this method is only ever called when the entity's simulation is NOT locally owned return _body->isActive() && (_region == workload::Region::R1) + && _ownershipState != EntityMotionState::OwnershipState::Unownable && glm::max(glm::max(VOLUNTEER_SIMULATION_PRIORITY, _bumpedPriority), _entity->getScriptSimulationPriority()) >= _entity->getSimulationPriority() && !_entity->getLocked(); }