Merge branch 'master' into bigmerge
commit
4002e205cb
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@ -1257,7 +1257,31 @@ namespace OpenSim.Region.Framework.Scenes
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try
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try
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{
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{
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int tmpPhysicsMS2 = Util.EnvironmentTickCount();
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if ((Frame % m_update_physics == 0) && m_physics_enabled)
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m_sceneGraph.UpdatePreparePhysics();
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
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// Apply any pending avatar force input to the avatar's velocity
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int tmpAgentMS = Util.EnvironmentTickCount();
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int tmpAgentMS = Util.EnvironmentTickCount();
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if (Frame % m_update_entitymovement == 0)
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m_sceneGraph.UpdateScenePresenceMovement();
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agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
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// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
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// velocity
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int tmpPhysicsMS = Util.EnvironmentTickCount();
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if (Frame % m_update_physics == 0)
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{
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if (m_physics_enabled)
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physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
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if (SynchronizeScene != null)
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SynchronizeScene(this);
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}
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physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
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tmpAgentMS = Util.EnvironmentTickCount();
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// Check if any objects have reached their targets
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// Check if any objects have reached their targets
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CheckAtTargets();
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CheckAtTargets();
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@ -1285,33 +1309,7 @@ namespace OpenSim.Region.Framework.Scenes
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});
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});
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}
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}
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agentMS = Util.EnvironmentTickCountSubtract(tmpAgentMS);
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agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
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int tmpPhysicsMS2 = Util.EnvironmentTickCount();
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if ((Frame % m_update_physics == 0) && m_physics_enabled)
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m_sceneGraph.UpdatePreparePhysics();
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physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2);
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// Apply any pending avatar force input to the avatar's velocity
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if (Frame % m_update_entitymovement == 0)
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{
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tmpAgentMS = Util.EnvironmentTickCount();
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m_sceneGraph.UpdateScenePresenceMovement();
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agentMS += Util.EnvironmentTickCountSubtract(tmpAgentMS);
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}
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// Perform the main physics update. This will do the actual work of moving objects and avatars according to their
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// velocity
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int tmpPhysicsMS = Util.EnvironmentTickCount();
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if (Frame % m_update_physics == 0)
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{
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if (m_physics_enabled)
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physicsFPS = m_sceneGraph.UpdatePhysics(MinFrameTime);
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if (SynchronizeScene != null)
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SynchronizeScene(this);
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}
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physicsMS = Util.EnvironmentTickCountSubtract(tmpPhysicsMS);
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// Delete temp-on-rez stuff
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// Delete temp-on-rez stuff
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if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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if (Frame % m_update_temp_cleaning == 0 && !m_cleaningTemps)
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