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-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs24
1 files changed, 19 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index fd03e93..e7056ba 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -690,7 +690,7 @@ namespace OpenSim.Region.Framework.Scenes
690 Utils.LongToUInts(handle, out x, out y); 690 Utils.LongToUInts(handle, out x, out y);
691 x = x / Constants.RegionSize; 691 x = x / Constants.RegionSize;
692 y = y / Constants.RegionSize; 692 y = y / Constants.RegionSize;
693 if (Util.IsOutsideView(x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY)) 693 if (Util.IsOutsideView(DrawDistance, x, Scene.RegionInfo.RegionLocX, y, Scene.RegionInfo.RegionLocY))
694 { 694 {
695 old.Add(handle); 695 old.Add(handle);
696 } 696 }
@@ -764,6 +764,7 @@ namespace OpenSim.Region.Framework.Scenes
764 764
765 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this() 765 private ScenePresence(IClientAPI client, Scene world, RegionInfo reginfo) : this()
766 { 766 {
767 m_DrawDistance = world.DefaultDrawDistance;
767 m_rootRegionHandle = reginfo.RegionHandle; 768 m_rootRegionHandle = reginfo.RegionHandle;
768 m_controllingClient = client; 769 m_controllingClient = client;
769 m_firstname = m_controllingClient.FirstName; 770 m_firstname = m_controllingClient.FirstName;
@@ -1429,7 +1430,11 @@ namespace OpenSim.Region.Framework.Scenes
1429 m_CameraUpAxis = agentData.CameraUpAxis; 1430 m_CameraUpAxis = agentData.CameraUpAxis;
1430 1431
1431 // The Agent's Draw distance setting 1432 // The Agent's Draw distance setting
1432 m_DrawDistance = agentData.Far; 1433 // When we get to the point of re-computing neighbors everytime this
1434 // changes, then start using the agent's drawdistance rather than the
1435 // region's draw distance.
1436 // m_DrawDistance = agentData.Far;
1437 m_DrawDistance = Scene.DefaultDrawDistance;
1433 1438
1434 // Check if Client has camera in 'follow cam' or 'build' mode. 1439 // Check if Client has camera in 'follow cam' or 'build' mode.
1435 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation); 1440 Vector3 camdif = (Vector3.One * m_bodyRot - Vector3.One * CameraRotation);
@@ -3289,7 +3294,7 @@ namespace OpenSim.Region.Framework.Scenes
3289 3294
3290 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX))); 3295 //m_log.Debug("---> x: " + x + "; newx:" + newRegionX + "; Abs:" + (int)Math.Abs((int)(x - newRegionX)));
3291 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY))); 3296 //m_log.Debug("---> y: " + y + "; newy:" + newRegionY + "; Abs:" + (int)Math.Abs((int)(y - newRegionY)));
3292 if (Util.IsOutsideView(x, newRegionX, y, newRegionY)) 3297 if (Util.IsOutsideView(DrawDistance, x, newRegionX, y, newRegionY))
3293 { 3298 {
3294 byebyeRegions.Add(handle); 3299 byebyeRegions.Add(handle);
3295 } 3300 }
@@ -3365,7 +3370,12 @@ namespace OpenSim.Region.Framework.Scenes
3365 3370
3366 Vector3 offset = new Vector3(shiftx, shifty, 0f); 3371 Vector3 offset = new Vector3(shiftx, shifty, 0f);
3367 3372
3368 m_DrawDistance = cAgentData.Far; 3373 // When we get to the point of re-computing neighbors everytime this
3374 // changes, then start using the agent's drawdistance rather than the
3375 // region's draw distance.
3376 // m_DrawDistance = cAgentData.Far;
3377 m_DrawDistance = Scene.DefaultDrawDistance;
3378
3369 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!! 3379 if (cAgentData.Position != new Vector3(-1f, -1f, -1f)) // UGH!!
3370 m_pos = cAgentData.Position + offset; 3380 m_pos = cAgentData.Position + offset;
3371 3381
@@ -3516,7 +3526,11 @@ namespace OpenSim.Region.Framework.Scenes
3516 m_CameraLeftAxis = cAgent.LeftAxis; 3526 m_CameraLeftAxis = cAgent.LeftAxis;
3517 m_CameraUpAxis = cAgent.UpAxis; 3527 m_CameraUpAxis = cAgent.UpAxis;
3518 3528
3519 m_DrawDistance = cAgent.Far; 3529 // When we get to the point of re-computing neighbors everytime this
3530 // changes, then start using the agent's drawdistance rather than the
3531 // region's draw distance.
3532 // m_DrawDistance = cAgent.Far;
3533 m_DrawDistance = Scene.DefaultDrawDistance;
3520 3534
3521 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0) 3535 if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
3522 ControllingClient.SetChildAgentThrottle(cAgent.Throttles); 3536 ControllingClient.SetChildAgentThrottle(cAgent.Throttles);