repo: janusweb
action: commit
revision: 
path_from: 
revision_from: 9a55d5b3b291a76202d6fcaccaf4dd4132b223ad:
path_to: 
revision_to: 
git.thebackupbox.net
janusweb
git clone git://git.thebackupbox.net/janusweb
commit 9a55d5b3b291a76202d6fcaccaf4dd4132b223ad
Author: James Baicoianu 
Date:   Tue Mar 10 23:34:21 2020 -0700

    use_local_id with visible="false" should still set collider model

diff --git a/scripts/room.js b/scripts/room.js
index ed732b1b902f17e06b16df48e051e2f8c7e04792..
index ..0d6cb7ee313e720494d9efd15251e035f26523fa 100644
--- a/scripts/room.js
+++ b/scripts/room.js
@@ -679,26 +679,25 @@ elation.require([
       }

       if (room && !parent) {
-        if (room.use_local_asset && room.visible !== false) {
-//setTimeout(elation.bind(this, function() {
-        var collisionid = room.use_local_asset + '_collision',
-            collisionscale = V(1,1,1);
-        if (room.use_local_asset == 'room_plane') {
-          collisionid = 'cube';
-          collisionscale.set(1000,.1,1000);
-        }
-        this.localasset = this.createObject('object', {
-          id: room.use_local_asset,
-          collision_id: collisionid,
-          collision_scale: collisionscale,
-          col: room.col,
-          fwd: room.fwd,
-          xdir: room.xdir,
-          ydir: room.ydir,
-          zdir: room.zdir,
-          shadows: true
-        });
-//}), Math.random() * 500);
+        if (room.use_local_asset) {
+          var modelid = (room.visible !== false ? room.use_local_asset : undefined),
+              collisionid = room.use_local_asset + '_collision',
+              collisionscale = V(1,1,1);
+          if (modelid == 'room_plane') {
+            collisionid = 'cube';
+            collisionscale.set(1000,.1,1000);
+          }
+          this.localasset = this.createObject('object', {
+            id: modelid,
+            collision_id: collisionid,
+            collision_scale: collisionscale,
+            col: room.col,
+            fwd: room.fwd,
+            xdir: room.xdir,
+            ydir: room.ydir,
+            zdir: room.zdir,
+            shadows: true
+          });
         }
         // set player spawnpoint based on room info
         if (room.pos) {

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