Revert "* This increases accuracy when border crossing (the reason is.. the border crossing code will use velocity to predict where the object should be, so setting it to zero. It still looses about 0.0045 per loop."
This reverts commit 55400ff7be
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avinationmerge
parent
55400ff7be
commit
58359788a9
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@ -644,8 +644,8 @@ namespace OpenSim.Region.Framework.Scenes
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// m_group.AbsolutePosition += motionThisFrame;
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// m_group.AbsolutePosition += motionThisFrame;
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m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
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m_nextPosition = m_group.AbsolutePosition + motionThisFrame;
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m_group.AbsolutePosition = m_nextPosition;
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m_group.AbsolutePosition = m_nextPosition;
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if ((m_group.AbsolutePosition.X < 10 || m_group.AbsolutePosition.Y < 10 || m_group.AbsolutePosition.X > Constants.RegionSize - 10 || m_group.AbsolutePosition.Y > Constants.RegionSize - 10))
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m_group.RootPart.Velocity = v;
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//m_group.RootPart.Velocity = v;
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update = true;
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update = true;
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}
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}
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@ -736,12 +736,12 @@ namespace OpenSim.Region.Framework.Scenes
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m_waitingCrossing = true;
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m_waitingCrossing = true;
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// to remove / retune to smoth crossings
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// to remove / retune to smoth crossings
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//if (m_group.RootPart.Velocity != Vector3.Zero)
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if (m_group.RootPart.Velocity != Vector3.Zero)
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//{
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{
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// m_group.RootPart.Velocity = Vector3.Zero;
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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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// m_group.RootPart.ScheduleTerseUpdate();
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//}
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}
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}
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}
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public void CrossingFailure()
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public void CrossingFailure()
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