make KFM use scheduled terse updates. This may increase some rubber band, but is needed, and should work better with recent changes on sop terseupdates control
parent
ad46a29d9e
commit
101413ddd9
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@ -483,8 +483,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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// m_group.RootPart.ScheduleTerseUpdate();
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// m_group.SendGroupRootTerseUpdate();
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m_group.RootPart.ScheduleTerseUpdate();
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m_frames.Clear();
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}
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@ -496,8 +496,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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m_skippedUpdates = 1000;
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m_group.SendGroupRootTerseUpdate();
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// m_group.RootPart.ScheduleTerseUpdate();
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// m_group.SendGroupRootTerseUpdate();
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m_group.RootPart.ScheduleTerseUpdate();
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}
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public void Suspend()
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@ -644,8 +644,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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// m_group.SendGroupRootTerseUpdate();
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m_group.RootPart.ScheduleTerseUpdate();
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m_frames.Clear();
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}
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@ -673,7 +673,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_skippedUpdates = 1000;
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m_group.SendGroupRootTerseUpdate();
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// m_group.SendGroupRootTerseUpdate();
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m_group.RootPart.ScheduleTerseUpdate();
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}
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return;
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}
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@ -797,7 +798,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_lastPosUpdate = m_nextPosition;
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m_lastRotationUpdate = m_group.GroupRotation;
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m_skippedUpdates = 0;
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m_group.SendGroupRootTerseUpdate();
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// m_group.SendGroupRootTerseUpdate();
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m_group.RootPart.ScheduleTerseUpdate();
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}
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}
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@ -842,8 +844,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_skippedUpdates = 1000;
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m_group.SendGroupRootTerseUpdate();
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// m_group.RootPart.ScheduleTerseUpdate();
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// m_group.SendGroupRootTerseUpdate();
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m_group.RootPart.ScheduleTerseUpdate();
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}
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}
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@ -855,8 +857,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_skippedUpdates = 1000;
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m_group.SendGroupRootTerseUpdate();
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// m_group.RootPart.ScheduleTerseUpdate();
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// m_group.SendGroupRootTerseUpdate();
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m_group.RootPart.ScheduleTerseUpdate();
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if (m_running)
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{
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