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authorDan Lake2011-10-30 23:43:17 -0700
committerDan Lake2011-10-30 23:43:17 -0700
commit14646f2524391c8e184d4aa9aa064ec8460902cf (patch)
tree01154ff5deafae67573ea3fe3b693d81f8288bec
parentExperimental reorder of Heartbeat loop now simulates physics and sends update... (diff)
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Fix line endings
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs46
1 files changed, 23 insertions, 23 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index fa8bf85..7a5160c 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1230,29 +1230,29 @@ namespace OpenSim.Region.Framework.Scenes
1230// m_log.DebugFormat("[SCENE]: Processing frame {0}", Frame); 1230// m_log.DebugFormat("[SCENE]: Processing frame {0}", Frame);
1231 1231
1232 try 1232 try
1233 { 1233 {
1234 int tmpPhysicsMS2 = Util.EnvironmentTickCount(); 1234 int tmpPhysicsMS2 = Util.EnvironmentTickCount();
1235 if ((Frame % m_update_physics == 0) && m_physics_enabled) 1235 if ((Frame % m_update_physics == 0) && m_physics_enabled)
1236 m_sceneGraph.UpdatePreparePhysics(); 1236 m_sceneGraph.UpdatePreparePhysics();
1237 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); 1237 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
1238 1238
1239 // Apply any pending avatar force input to the avatar's velocity 1239 // Apply any pending avatar force input to the avatar's velocity
1240 int tmpAgentMS = Util.EnvironmentTickCount(); 1240 int tmpAgentMS = Util.EnvironmentTickCount();
1241 if (Frame % m_update_entitymovement == 0) 1241 if (Frame % m_update_entitymovement == 0)
1242 m_sceneGraph.UpdateScenePresenceMovement(); 1242 m_sceneGraph.UpdateScenePresenceMovement();
1243 agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS); 1243 agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
1244 1244
1245 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their 1245 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1246 // velocity 1246 // velocity
1247 int tmpPhysicsMS = Util.EnvironmentTickCount(); 1247 int tmpPhysicsMS = Util.EnvironmentTickCount();
1248 if (Frame % m_update_physics == 0) 1248 if (Frame % m_update_physics == 0)
1249 { 1249 {
1250 if (m_physics_enabled) 1250 if (m_physics_enabled)
1251 physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime); 1251 physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
1252 1252
1253 if (SynchronizeScene != null) 1253 if (SynchronizeScene != null)
1254 SynchronizeScene(this); 1254 SynchronizeScene(this);
1255 } 1255 }
1256 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS); 1256 physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
1257 1257
1258 tmpAgentMS = Util.EnvironmentTickCount(); 1258 tmpAgentMS = Util.EnvironmentTickCount();