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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs19
1 files changed, 3 insertions, 16 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 7490ac8..dd8541c 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -316,9 +316,6 @@ namespace OpenSim.Region.Framework.Scenes
316 get { return RootPart.VolumeDetectActive; } 316 get { return RootPart.VolumeDetectActive; }
317 } 317 }
318 318
319 private Vector3 lastPhysGroupPos;
320 private Quaternion lastPhysGroupRot;
321
322 private bool m_isBackedUp; 319 private bool m_isBackedUp;
323 320
324 public bool IsBackedUp 321 public bool IsBackedUp
@@ -2554,6 +2551,7 @@ namespace OpenSim.Region.Framework.Scenes
2554 2551
2555 #endregion 2552 #endregion
2556 2553
2554
2557 public override void Update() 2555 public override void Update()
2558 { 2556 {
2559 // Check that the group was not deleted before the scheduled update 2557 // Check that the group was not deleted before the scheduled update
@@ -2572,19 +2570,8 @@ namespace OpenSim.Region.Framework.Scenes
2572 // check to see if the physical position or rotation warrant an update. 2570 // check to see if the physical position or rotation warrant an update.
2573 if (m_rootPart.UpdateFlag == UpdateRequired.NONE) 2571 if (m_rootPart.UpdateFlag == UpdateRequired.NONE)
2574 { 2572 {
2575 bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0); 2573 // rootpart SendScheduledUpdates will check if a update is needed
2576 2574 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
2577 if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
2578 {
2579 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
2580 lastPhysGroupPos = AbsolutePosition;
2581 }
2582
2583 if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
2584 {
2585 m_rootPart.UpdateFlag = UpdateRequired.TERSE;
2586 lastPhysGroupRot = GroupRotation;
2587 }
2588 } 2575 }
2589 2576
2590 SceneObjectPart[] parts = m_parts.GetArray(); 2577 SceneObjectPart[] parts = m_parts.GetArray();