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authorMelanie2010-10-25 01:24:42 +0100
committerMelanie2010-10-25 01:24:42 +0100
commit3113cc91299445bbc22d92d1049244f5abfff72b (patch)
tree4b223a4ab500389f2706d6521bfefa84e98e5501 /OpenSim/Region/Framework/Scenes
parentMerge branch 'master' into careminster-presence-refactor (diff)
parentComment repeated add and remove of avatars from the physical scene. It's no (diff)
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Merge branch 'careminster-presence-refactor' of ssh://melanie@3dhosting.de/var/git/careminster into careminster-presence-refactor
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs38
1 files changed, 22 insertions, 16 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 618f425..7bf0a99 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -2865,22 +2865,28 @@ namespace OpenSim.Region.Framework.Scenes
2865 { 2865 {
2866 lock (m_syncRoot) 2866 lock (m_syncRoot)
2867 { 2867 {
2868 if (m_physicsActor != null) 2868// MT: Commented this because it's no longer needed.
2869 { 2869// It used to be that the avatar height was calculated from the visual
2870 if (!IsChildAgent) 2870// params, so any call to this method could change the physical actor's
2871 { 2871// height. Now the height is supplied in the agent circuit data and never
2872 // This may seem like it's redundant, remove the avatar from the physics scene 2872// changes here. So, we can leave physics alone.
2873 // just to add it back again, but it saves us from having to update 2873//
2874 // 3 variables 10 times a second. 2874// if (m_physicsActor != null)
2875 bool flyingTemp = m_physicsActor.Flying; 2875// {
2876 RemoveFromPhysicalScene(); 2876// if (!IsChildAgent)
2877 //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor); 2877// {
2878 2878// // This may seem like it's redundant, remove the avatar from the physics scene
2879 //PhysicsActor = null; 2879// // just to add it back again, but it saves us from having to update
2880 2880// // 3 variables 10 times a second.
2881 AddToPhysicalScene(flyingTemp); 2881// bool flyingTemp = m_physicsActor.Flying;
2882 } 2882// RemoveFromPhysicalScene();
2883 } 2883// //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
2884//
2885// //PhysicsActor = null;
2886//
2887// AddToPhysicalScene(flyingTemp);
2888// }
2889// }
2884 2890
2885 #region Bake Cache Check 2891 #region Bake Cache Check
2886 2892