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