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author | Melanie | 2010-10-25 00:53:38 +0200 |
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committer | Melanie | 2010-10-25 00:53:38 +0200 |
commit | cf78f3fae311be4aa4c0ab37d2a7c8b6679fb22d (patch) | |
tree | 1a298af6260f5549e38672a3b035b0ac21ee5132 /OpenSim/Region | |
parent | Implement llGetLinkNumberOfSides(), needed for 1-script sculptie foot shoe (diff) | |
download | opensim-SC_OLD-cf78f3fae311be4aa4c0ab37d2a7c8b6679fb22d.zip opensim-SC_OLD-cf78f3fae311be4aa4c0ab37d2a7c8b6679fb22d.tar.gz opensim-SC_OLD-cf78f3fae311be4aa4c0ab37d2a7c8b6679fb22d.tar.bz2 opensim-SC_OLD-cf78f3fae311be4aa4c0ab37d2a7c8b6679fb22d.tar.xz |
Comment repeated add and remove of avatars from the physical scene. It's no
longer needed.
Diffstat (limited to 'OpenSim/Region')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 38 |
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 | ||