diff options
Diffstat (limited to 'src/world/World.cs')
-rw-r--r-- | src/world/World.cs | 9 |
1 files changed, 6 insertions, 3 deletions
diff --git a/src/world/World.cs b/src/world/World.cs index fb78819..e1c84bc 100644 --- a/src/world/World.cs +++ b/src/world/World.cs | |||
@@ -176,9 +176,8 @@ namespace OpenSim.world | |||
176 | ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world"); | 176 | ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Adding new avatar to world"); |
177 | ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake "); | 177 | ServerConsole.MainConsole.Instance.WriteLine("World.cs:AddViewerAgent() - Starting RegionHandshake "); |
178 | NewAvatar.SendRegionHandshake(this); | 178 | NewAvatar.SendRegionHandshake(this); |
179 | 179 | PhysicsVector pVec = new PhysicsVector(NewAvatar.position.X, NewAvatar.position.Y, NewAvatar.position.Z); | |
180 | NewAvatar.PhysActor = this.phyScene.AddAvatar(new PhysicsVector(NewAvatar.position.X, NewAvatar.position.Y, NewAvatar.position.Z)); | 180 | NewAvatar.PhysActor = this.phyScene.AddAvatar(pVec); |
181 | //this.Update(); // will work for now, but needs to be optimised so we don't update everything in the sim for each new user | ||
182 | this.Entities.Add(AgentClient.AgentID, NewAvatar); | 181 | this.Entities.Add(AgentClient.AgentID, NewAvatar); |
183 | } | 182 | } |
184 | 183 | ||
@@ -187,6 +186,10 @@ namespace OpenSim.world | |||
187 | ServerConsole.MainConsole.Instance.WriteLine("World.cs: AddNewPrim() - Creating new prim"); | 186 | ServerConsole.MainConsole.Instance.WriteLine("World.cs: AddNewPrim() - Creating new prim"); |
188 | Primitive prim = new Primitive(); | 187 | Primitive prim = new Primitive(); |
189 | prim.CreateFromPacket(addPacket, AgentClient.AgentID, this._primCount); | 188 | prim.CreateFromPacket(addPacket, AgentClient.AgentID, this._primCount); |
189 | PhysicsVector pVec = new PhysicsVector(prim.position.X, prim.position.Y, prim.position.Z); | ||
190 | PhysicsVector pSize = new PhysicsVector( 0.25f, 0.25f, 0.25f); | ||
191 | //prim.PhysActor = this.phyScene.AddPrim(pVec, pSize ); | ||
192 | //prim.PhysicsEnabled = true; | ||
190 | this.Entities.Add(prim.uuid, prim); | 193 | this.Entities.Add(prim.uuid, prim); |
191 | this._primCount++; | 194 | this._primCount++; |
192 | } | 195 | } |