aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
diff options
context:
space:
mode:
authorTeravus Ovares2008-02-12 04:27:20 +0000
committerTeravus Ovares2008-02-12 04:27:20 +0000
commit6e01769bcff35be9cace62a0342cf2d275608891 (patch)
tree124df7910fc0f1d31a13e297ced2dd73ce91a292 /OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
parentdefault to appending for log files per Mantis 530, and per (diff)
downloadopensim-SC_OLD-6e01769bcff35be9cace62a0342cf2d275608891.zip
opensim-SC_OLD-6e01769bcff35be9cace62a0342cf2d275608891.tar.gz
opensim-SC_OLD-6e01769bcff35be9cace62a0342cf2d275608891.tar.bz2
opensim-SC_OLD-6e01769bcff35be9cace62a0342cf2d275608891.tar.xz
* A bunch of updates to make things more smooth.
** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs5
1 files changed, 4 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index a745d9c..3b146ea 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -1593,7 +1593,10 @@ namespace OpenSim.Region.Environment.Scenes
1593 part.UpdateMovement(); 1593 part.UpdateMovement();
1594 } 1594 }
1595 } 1595 }
1596 1596 public float GetTimeDilation()
1597 {
1598 return m_scene.TimeDilation;
1599 }
1597 /// <summary> 1600 /// <summary>
1598 /// Added as a way for the storage provider to reset the scene, 1601 /// Added as a way for the storage provider to reset the scene,
1599 /// most likely a better way to do this sort of thing but for now... 1602 /// most likely a better way to do this sort of thing but for now...