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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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Conflicts:
OpenSim/Region/ClientStack/Linden/UDP/LLUDPServer.cs
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This reverts commit 47f7cc9457bfc5c909290ac189b34dd3eceebe7f.
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This reverts commit e3fa73da96f5612da52d140425f1633494d6edef.
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Who needs accurate collisions when the sim lags and crashes?
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nullphyscisactors have a type water, ground or unknown (default). having
this removed geom to name mapping no longer needed. Made some more methods
comum to prims and characters acessible via PhysActor allowing for a more
uniform access. ...
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collision sounds. Let them be passive
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Temporary suspend collision checks on full stopped bodies, until a better
away is found wake them, avoiding spurius collision end and start events.
Until a nice way is found to avoid them, this may cause some higher cpu load. plus some clean up
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Undo figuring gain into spinrate in llTargetOmega. In SL, gain has null
effect on nonphysical spinning objects.
This reverts commit df55de5b3d88e241f35217d5c08d02b921991513.
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some clean up
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backup"
This reverts commit ea91a36483f3eba90e16b664715d152f9eca2980.
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This reverts commit d9b0b03aa3f92bcd860e4edb656cf6b1221776a6.
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interim copies to avoid spammage. Not for release to the grid, must be
reverted first!
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up properly
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Can't seen more than one evocation on the multicast on this case, even expanding its evocation list (as it should be used in case one fails). With the list i
do see what we want.
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replace it by a simpler function that should do the same (?) (don't like
much those 10 + 1 bursts)
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