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authorTeravus Ovares2008-03-02 09:31:39 +0000
committerTeravus Ovares2008-03-02 09:31:39 +0000
commit0a5c48b1c820d0899ffb130c9bf0a59b04bc9099 (patch)
tree9f10684320a6808503ef211d3eeda7fbac5cf086 /OpenSim/Region/Environment/Scenes/Scene.cs
parentRename handler020 through handler029 with more (diff)
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* This is a very icky implementation of physical linkset prim using fixed joints. This will change quite drastically, however it's fun to play with.
* To play with this you must link your prim before setting it physical, otherwise they won't link in the physics engine properly. This will also be fixed. * Currently the linked prim are extremely unstable because I have yet to implement combining of forces with the same normal. This will also be fixed. In fact, the whole PhysicsActor, ODEPrim relationship will be reworked to consider groups from the get-go. * This implementation is better then it crashing your sim, so I'm commiting it for now.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index f6e3d82..a20e466 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -120,8 +120,8 @@ namespace OpenSim.Region.Environment.Scenes
120 120
121 private int m_update_physics = 1; 121 private int m_update_physics = 1;
122 private int m_update_entitymovement = 1; 122 private int m_update_entitymovement = 1;
123 private int m_update_entities = 20; // Run through all objects checking for updates 123 private int m_update_entities = 1; // Run through all objects checking for updates
124 private int m_update_entitiesquick = 1; // Run through objects that have scheduled updates checking for updates 124 private int m_update_entitiesquick = 200; // Run through objects that have scheduled updates checking for updates
125 private int m_update_presences = 1; // Update scene presence movements 125 private int m_update_presences = 1; // Update scene presence movements
126 private int m_update_events = 1; 126 private int m_update_events = 1;
127 private int m_update_backup = 200; 127 private int m_update_backup = 200;