From 6e01769bcff35be9cace62a0342cf2d275608891 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Tue, 12 Feb 2008 04:27:20 +0000 Subject: * A bunch of updates to make things more smooth. ** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08. --- OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs') diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs index a745d9c..3b146ea 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs @@ -1593,7 +1593,10 @@ namespace OpenSim.Region.Environment.Scenes part.UpdateMovement(); } } - + public float GetTimeDilation() + { + return m_scene.TimeDilation; + } /// /// Added as a way for the storage provider to reset the scene, /// most likely a better way to do this sort of thing but for now... -- cgit v1.1