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author | Teravus Ovares | 2007-11-09 13:45:42 +0000 |
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committer | Teravus Ovares | 2007-11-09 13:45:42 +0000 |
commit | 90274434c62ecf7184b609940db4b7059ffdc4e2 (patch) | |
tree | 26bb7ec06f6445bfbf589c4388f163a64bd00d6b /OpenSim/Region/Environment | |
parent | * Protip: Commit AFTER compiling. (diff) | |
download | opensim-SC-90274434c62ecf7184b609940db4b7059ffdc4e2.zip opensim-SC-90274434c62ecf7184b609940db4b7059ffdc4e2.tar.gz opensim-SC-90274434c62ecf7184b609940db4b7059ffdc4e2.tar.bz2 opensim-SC-90274434c62ecf7184b609940db4b7059ffdc4e2.tar.xz |
* 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')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectPart.cs | 11 |
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608 | // bad, so it's been replaced by an event driven method.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 | { |