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authorJustin Clarke Casey2008-09-12 00:45:24 +0000
committerJustin Clarke Casey2008-09-12 00:45:24 +0000
commit90ec9c46d5eaa6018f2bad09b188e07836ceef43 (patch)
tree4a2b89bf107257ed2b933afa14863398f7cddccb /OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
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
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs10
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 {