From 5fd2fa687edd1a559ce2ed569308acdfa99bee65 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Fri, 16 Nov 2007 22:13:13 +0000 Subject: * Resolved the situation where prim is loaded from storage and when pushed never stops. --- OpenSim/Region/Environment/Scenes/ScenePresence.cs | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/ScenePresence.cs') diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs index 87fa5cf..67b375a 100644 --- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs @@ -337,12 +337,9 @@ namespace OpenSim.Region.Environment.Scenes // could have been sent in the last update - we still need to send the // second here. - // after object un-linking was introduced, this broke and needs fixing - // *all* object movements create a fullobjectupdate (which is bad) - // Physical objects do not need this bit of code, so lets make sure that they don't - // get updated and make matters worse until this gets fixed. + - if (update.LastFullUpdateTime < part.TimeStampFull && !((part.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) !=0 )) + if (update.LastFullUpdateTime < part.TimeStampFull) { //need to do a full update part.SendFullUpdate(ControllingClient); @@ -357,7 +354,10 @@ namespace OpenSim.Region.Environment.Scenes } else if (update.LastTerseUpdateTime <= part.TimeStampTerse) { + + part.SendTerseUpdate(ControllingClient); + update.LastTerseUpdateTime = part.TimeStampTerse; updateCount++; } -- cgit v1.1