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authorMelanie2010-09-14 22:03:42 +0100
committerMelanie2010-09-14 22:03:42 +0100
commit1212cb0c7442619f47f3937d0d8b7ed0ee5f6090 (patch)
tree776d0ff51f06ad2a30dbbacb7ddfd183766f0344 /OpenSim/Region/Framework/Scenes/Scene.cs
parentFix a small left over buglet and also add checking of the physics actor (diff)
parentFix "show threads" to show threads now being managed by OpenSim.Framework.Wat... (diff)
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Merge branch 'master' into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.cs7
1 files changed, 7 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 0e1b4b1..abec699 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1348,11 +1348,15 @@ namespace OpenSim.Region.Framework.Scenes
1348 if (m_frame % m_update_presences == 0) 1348 if (m_frame % m_update_presences == 0)
1349 m_sceneGraph.UpdatePresences(); 1349 m_sceneGraph.UpdatePresences();
1350 1350
1351<<<<<<< HEAD:OpenSim/Region/Framework/Scenes/Scene.cs
1351 // Update SceneObjectGroups that have scheduled themselves for updates 1352 // Update SceneObjectGroups that have scheduled themselves for updates
1352 // Objects queue their updates onto all scene presences 1353 // Objects queue their updates onto all scene presences
1353 if (m_frame % m_update_objects == 0) 1354 if (m_frame % m_update_objects == 0)
1354 m_sceneGraph.UpdateObjectGroups(); 1355 m_sceneGraph.UpdateObjectGroups();
1355 1356
1357=======
1358 // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client)
1359>>>>>>> master:OpenSim/Region/Framework/Scenes/Scene.cs
1356 if (m_frame % m_update_coarse_locations == 0) 1360 if (m_frame % m_update_coarse_locations == 0)
1357 { 1361 {
1358 List<Vector3> coarseLocations; 1362 List<Vector3> coarseLocations;
@@ -1370,9 +1374,12 @@ namespace OpenSim.Region.Framework.Scenes
1370 m_sceneGraph.UpdatePreparePhysics(); 1374 m_sceneGraph.UpdatePreparePhysics();
1371 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); 1375 physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
1372 1376
1377 // Apply any pending avatar force input to the avatar's velocity
1373 if (m_frame % m_update_entitymovement == 0) 1378 if (m_frame % m_update_entitymovement == 0)
1374 m_sceneGraph.UpdateScenePresenceMovement(); 1379 m_sceneGraph.UpdateScenePresenceMovement();
1375 1380
1381 // Perform the main physics update. This will do the actual work of moving objects and avatars according to their
1382 // velocity
1376 int tmpPhysicsMS = Util.EnvironmentTickCount(); 1383 int tmpPhysicsMS = Util.EnvironmentTickCount();
1377 if (m_frame % m_update_physics == 0) 1384 if (m_frame % m_update_physics == 0)
1378 { 1385 {