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authorTeravus Ovares2007-11-09 13:45:42 +0000
committerTeravus Ovares2007-11-09 13:45:42 +0000
commit90274434c62ecf7184b609940db4b7059ffdc4e2 (patch)
tree26bb7ec06f6445bfbf589c4388f163a64bd00d6b /OpenSim/Region/Environment/Scenes
parent* Protip: Commit AFTER compiling. (diff)
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* Moved BulletX off of the 'constant terse update' method. It now only sends terse updates when needed.
* Removed the 'constant poll method' from SceneObjectPart.cs - It was bad :P * Updated some Masses in ODE to help large prim slow down by friction easier.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs11
1 files changed, 7 insertions, 4 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index f54b52f..7575fad 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -603,11 +603,14 @@ namespace OpenSim.Region.Environment.Scenes
603 { 603 {
604 AddTerseUpdateToAllAvatars(); 604 AddTerseUpdateToAllAvatars();
605 ClearUpdateSchedule(); 605 ClearUpdateSchedule();
606 if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0) 606
607 { 607 // This causes the Scene to 'poll' physical objects every couple of frames
608 // bad, so it's been replaced by an event driven method.
609 //if ((ObjectFlags & (uint)LLObject.ObjectFlags.Physics) != 0)
610 //{
608 // Only send the constant terse updates on physical objects! 611 // Only send the constant terse updates on physical objects!
609 ScheduleTerseUpdate(); 612 //ScheduleTerseUpdate();
610 } 613 //}
611 } 614 }
612 else 615 else
613 { 616 {