diff options
Merge branch 'master' into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 7 |
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 | { |