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authorJustin Clark-Casey (justincc)2011-12-03 02:45:02 +0000
committerJustin Clark-Casey (justincc)2011-12-03 02:45:02 +0000
commitb66fe3e9ffd968c2c8aaa0fba108e86b8c4f04d9 (patch)
tree3ad6df3a1d35606cb5db2d07b35440f5ea1dcb50 /OpenSim
parentAdd basic TestFlyingAnimation() regression test (diff)
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Add method doc to SP.PhysicsCollisionUpdate() to make it clear that it's called continuously even where there are no collisions
Diffstat (limited to 'OpenSim')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs4
1 files changed, 4 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 0533106..1fe8048 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -3282,6 +3282,10 @@ namespace OpenSim.Region.Framework.Scenes
3282 /// <summary> 3282 /// <summary>
3283 /// Event called by the physics plugin to tell the avatar about a collision. 3283 /// Event called by the physics plugin to tell the avatar about a collision.
3284 /// </summary> 3284 /// </summary>
3285 /// <remarks>
3286 /// This function is called continuously, even when there are no collisions which might be very inefficient.
3287 /// However, we can't avoid this yet since some of this method might currently rely on being called every frame.
3288 /// </remarks>
3285 /// <param name="e"></param> 3289 /// <param name="e"></param>
3286 public void PhysicsCollisionUpdate(EventArgs e) 3290 public void PhysicsCollisionUpdate(EventArgs e)
3287 { 3291 {