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author | Melanie | 2012-02-05 20:58:04 +0000 |
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committer | Melanie | 2012-02-05 20:58:04 +0000 |
commit | 54fc78013d1eb946551656849e7007427ef4aec3 (patch) | |
tree | fae81b9031f5ae0fb07d0f3e61eb83946bbc26b1 /OpenSim/Region/Framework | |
parent | Merge branch 'master' into careminster (diff) | |
parent | Revert my two quick fixes for the lag issue and put in the real fix, which (diff) | |
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Merge branch 'master' into careminster
Conflicts:
OpenSim/Region/Framework/Scenes/Scene.cs
Diffstat (limited to 'OpenSim/Region/Framework')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 3 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 6 |
2 files changed, 4 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 03ddbc5..ec5cf32 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -668,8 +668,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
668 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); | 668 | PhysicalPrims = startupConfig.GetBoolean("physical_prim", true); |
669 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); | 669 | CollidablePrims = startupConfig.GetBoolean("collidable_prim", true); |
670 | 670 | ||
671 | m_maxNonphys = startupConfig.GetFloat("NonPhysicalPrimMax", m_maxNonphys); | 671 | m_maxNonphys = startupConfig.GetFloat("NonphysicalPrimMax", m_maxNonphys); |
672 | |||
673 | if (RegionInfo.NonphysPrimMax > 0) | 672 | if (RegionInfo.NonphysPrimMax > 0) |
674 | { | 673 | { |
675 | m_maxNonphys = RegionInfo.NonphysPrimMax; | 674 | m_maxNonphys = RegionInfo.NonphysPrimMax; |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 6485710..34e0ab7 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -2838,9 +2838,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
2838 | for (int i = 0; i < parts.Length; i++) | 2838 | for (int i = 0; i < parts.Length; i++) |
2839 | { | 2839 | { |
2840 | SceneObjectPart part = parts[i]; | 2840 | SceneObjectPart part = parts[i]; |
2841 | if (part.Scale.X > m_scene.RegionInfo.PhysPrimMax || | 2841 | if (part.Scale.X > m_scene.m_maxPhys || |
2842 | part.Scale.Y > m_scene.RegionInfo.PhysPrimMax || | 2842 | part.Scale.Y > m_scene.m_maxPhys || |
2843 | part.Scale.Z > m_scene.RegionInfo.PhysPrimMax) | 2843 | part.Scale.Z > m_scene.m_maxPhys ) |
2844 | { | 2844 | { |
2845 | UsePhysics = false; // Reset physics | 2845 | UsePhysics = false; // Reset physics |
2846 | break; | 2846 | break; |