same for AngularVelocity. Use normal terse updates in place of sending
imediatly. If that's good for physics, needs to be good for thisavinationmerge
parent
756d53db5e
commit
1f9dbdf8b8
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@ -345,9 +345,9 @@ namespace OpenSim.Region.Framework.Scenes
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m_baseRotation = m_group.GroupRotation;
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
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m_group.SendGroupRootTerseUpdate();
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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_frames.Clear();
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}
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@ -357,8 +357,10 @@ namespace OpenSim.Region.Framework.Scenes
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RemoveTimer();
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
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m_group.SendGroupRootTerseUpdate();
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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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}
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private void GetNextList()
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@ -489,7 +491,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = 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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}
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m_inOnTimer = false;
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return;
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@ -539,7 +543,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (steps <= 0.0)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.UpdateAngularVelocity(Vector3.Zero);
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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m_nextPosition = (Vector3)m_currentFrame.Position;
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m_group.AbsolutePosition = m_nextPosition;
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@ -625,7 +629,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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if (update)
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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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catch ( Exception ex)
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@ -675,7 +681,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = 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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}
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}
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@ -686,7 +693,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_group != null)
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{
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m_group.RootPart.Velocity = 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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if (m_running && m_timer != null)
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{
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