From 387e9f7a7faeb412054383080afc3507a1522746 Mon Sep 17 00:00:00 2001 From: John Hurliman Date: Fri, 2 Oct 2009 18:31:08 -0700 Subject: * Creates Util.UTF8 and switches some references of Encoding.UTF8 to Util.UTF8 (not all references were switched since not all OpenSim libraries reference OpenSim.Framework) * Shrinks the largest in-memory object, the LLRAW.HeightmapLookupValue struct (only used for exporting to LLRAW terrain files), to the minimum possible size. This seems to have the odd side effect of cutting the size of the two double[256,256] terrain objects in half. Possibly an alignment optimization? --- OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs | 2 +- OpenSim/Region/Framework/Scenes/TerrainChannel.cs | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs b/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs index 7c02f9a..6055384 100644 --- a/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs +++ b/OpenSim/Region/Framework/Scenes/RegionStatsHandler.cs @@ -73,7 +73,7 @@ namespace OpenSim.Region.Framework.Scenes public byte[] Handle(string path, Stream request, OSHttpRequest httpRequest, OSHttpResponse httpResponse) { - return Encoding.UTF8.GetBytes(Report()); + return Util.UTF8.GetBytes(Report()); } public string ContentType diff --git a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs index 8209ff6..ca6210d 100644 --- a/OpenSim/Region/Framework/Scenes/TerrainChannel.cs +++ b/OpenSim/Region/Framework/Scenes/TerrainChannel.cs @@ -172,7 +172,7 @@ namespace OpenSim.Region.Framework.Scenes public string SaveToXmlString() { XmlWriterSettings settings = new XmlWriterSettings(); - settings.Encoding = Encoding.UTF8; + settings.Encoding = Util.UTF8; using (StringWriter sw = new StringWriter()) { using (XmlWriter writer = XmlWriter.Create(sw, settings)) -- cgit v1.1 From efebc809ce1ecbce0e3619af5439805f91e14870 Mon Sep 17 00:00:00 2001 From: dahlia Date: Sun, 4 Oct 2009 02:54:36 -0700 Subject: disable physics actors for flexible prims --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ea6bc9c..801a7db 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -1344,7 +1344,8 @@ if (m_shape != null) { bool RigidBody = isPhysical && !isPhantom; // The only time the physics scene shouldn't know about the prim is if it's phantom or an attachment, which is phantom by definition - if (!isPhantom && !IsAttachment) + // or flexible + if (!isPhantom && !IsAttachment && !(Shape.PathCurve == (byte) Extrusion.Flexible)) { PhysActor = m_parentGroup.Scene.PhysicsScene.AddPrimShape( Name, @@ -3426,8 +3427,8 @@ if (m_shape != null) { } } - - if (IsPhantom || IsAttachment) // note: this may have been changed above in the case of joints + + if (IsPhantom || IsAttachment || (Shape.PathCurve == (byte)Extrusion.Flexible)) // note: this may have been changed above in the case of joints { AddFlag(PrimFlags.Phantom); PhysicsActor pa = PhysActor; -- cgit v1.1