aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region
diff options
context:
space:
mode:
authorteravus2013-08-23 00:28:36 -0500
committerteravus2013-08-23 00:28:36 -0500
commit55400ff7be55b1c8dbededca68e6fce42cd6ce0f (patch)
tree23ff734c7328361f3d26e8cc7074e9af73667f43 /OpenSim/Region
parentMake attachment state load work again (diff)
downloadopensim-SC-55400ff7be55b1c8dbededca68e6fce42cd6ce0f.zip
opensim-SC-55400ff7be55b1c8dbededca68e6fce42cd6ce0f.tar.gz
opensim-SC-55400ff7be55b1c8dbededca68e6fce42cd6ce0f.tar.bz2
opensim-SC-55400ff7be55b1c8dbededca68e6fce42cd6ce0f.tar.xz
* This increases accuracy when border crossing (the reason is.. the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/KeyframeMotion.cs14
1 files changed, 7 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
index d773ee7..f96b56a 100644
--- a/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
+++ b/OpenSim/Region/Framework/Scenes/KeyframeMotion.cs
@@ -644,8 +644,8 @@ namespace OpenSim.Region.Framework.Scenes
644 // m_group.AbsolutePosition += motionThisFrame; 644 // m_group.AbsolutePosition += motionThisFrame;
645 m_nextPosition = m_group.AbsolutePosition + motionThisFrame; 645 m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
646 m_group.AbsolutePosition = m_nextPosition; 646 m_group.AbsolutePosition = m_nextPosition;
647 647 if ((m_group.AbsolutePosition.X < 10 || m_group.AbsolutePosition.Y < 10 || m_group.AbsolutePosition.X > Constants.RegionSize - 10 || m_group.AbsolutePosition.Y > Constants.RegionSize - 10))
648 //m_group.RootPart.Velocity = v; 648 m_group.RootPart.Velocity = v;
649 update = true; 649 update = true;
650 } 650 }
651 651
@@ -736,12 +736,12 @@ namespace OpenSim.Region.Framework.Scenes
736 m_waitingCrossing = true; 736 m_waitingCrossing = true;
737 737
738 // to remove / retune to smoth crossings 738 // to remove / retune to smoth crossings
739 if (m_group.RootPart.Velocity != Vector3.Zero) 739 //if (m_group.RootPart.Velocity != Vector3.Zero)
740 { 740 //{
741 m_group.RootPart.Velocity = Vector3.Zero; 741 // m_group.RootPart.Velocity = Vector3.Zero;
742 m_group.SendGroupRootTerseUpdate(); 742 // m_group.SendGroupRootTerseUpdate();
743// m_group.RootPart.ScheduleTerseUpdate(); 743// m_group.RootPart.ScheduleTerseUpdate();
744 } 744 //}
745 } 745 }
746 746
747 public void CrossingFailure() 747 public void CrossingFailure()