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author | Justin Clarke Casey | 2008-09-12 00:45:24 +0000 |
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committer | Justin Clarke Casey | 2008-09-12 00:45:24 +0000 |
commit | 90ec9c46d5eaa6018f2bad09b188e07836ceef43 (patch) | |
tree | 4a2b89bf107257ed2b933afa14863398f7cddccb | |
parent | * minor: various doc and tidy up, logging increase to make it clearer which p... (diff) | |
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* Move the ResetChildPrimPhysics() calls to after physics have been applied to the parts rather than after each individual part
* From looking at the code there shouldn't be any difference, and this appears to speed up prim loading and make a certain failure case (where prims seem to be going out of
bounds on startup) less of a problem.
* However, if I've been bad please revert this patch
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs index f52e764..84970c2 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | |||
@@ -1092,11 +1092,11 @@ namespace OpenSim.Region.Environment.Scenes | |||
1092 | if (part.LocalId != m_rootPart.LocalId) | 1092 | if (part.LocalId != m_rootPart.LocalId) |
1093 | { | 1093 | { |
1094 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_physicalPrim); | 1094 | part.ApplyPhysics(m_rootPart.GetEffectiveObjectFlags(), m_physicalPrim); |
1095 | } | 1095 | } |
1096 | 1096 | } | |
1097 | // Hack to get the physics scene geometries in the right spot | 1097 | |
1098 | ResetChildPrimPhysicsPositions(); | 1098 | // Hack to get the physics scene geometries in the right spot |
1099 | } | 1099 | ResetChildPrimPhysicsPositions(); |
1100 | } | 1100 | } |
1101 | else | 1101 | else |
1102 | { | 1102 | { |