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authorTeravus Ovares2008-01-16 02:48:39 +0000
committerTeravus Ovares2008-01-16 02:48:39 +0000
commit314c554ed40fe015397cf0fa6981e47b5025b6f8 (patch)
tree7337f1b63bc207809306c1967559577479e448ec /OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
parent* Restore non dash asset UUID persistence which was made dashed in r3069 (diff)
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* Refactored the SimStatsReporter to reuse the same packet and packet blocks over and over again instead of creating 1 a second.
* Added frame Milliseconds, Physics Milliseconds and Other Milliseconds to the Sim Stats Reporter so we can start to figure out what the slowdowns are. (these were the most convenient to get and had just about no overhead.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 60ea480..660deaf 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -327,7 +327,7 @@ namespace OpenSim.Region.Environment.Scenes
327 } 327 }
328 else 328 else
329 { 329 {
330 // Child prim we have to calculate it's world rotation 330 // Child prim we have to calculate it's world rotationwel
331 LLQuaternion resultingrotation = GetWorldRotation(); 331 LLQuaternion resultingrotation = GetWorldRotation();
332 PhysActor.Orientation = new Quaternion(resultingrotation.W, resultingrotation.X, resultingrotation.Y, resultingrotation.Z); 332 PhysActor.Orientation = new Quaternion(resultingrotation.W, resultingrotation.X, resultingrotation.Y, resultingrotation.Z);
333 //MainLog.Instance.Verbose("PART", "RO2:" + PhysActor.Orientation.ToString()); 333 //MainLog.Instance.Verbose("PART", "RO2:" + PhysActor.Orientation.ToString());