comment out all kinds of debugging guff
parent
1fdb16f1cd
commit
62325829ec
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@ -11224,8 +11224,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (multipleupdate.AgentData.SessionID != SessionId)
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return false;
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m_log.DebugFormat(
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"[CLIENT]: Incoming MultipleObjectUpdatePacket contained {0} blocks", multipleupdate.ObjectData.Length);
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// m_log.DebugFormat(
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// "[CLIENT]: Incoming MultipleObjectUpdatePacket contained {0} blocks", multipleupdate.ObjectData.Length);
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Scene tScene = (Scene)m_scene;
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@ -11247,9 +11247,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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m_log.DebugFormat(
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"[CLIENT]: Processing block {0} type {1} for {2} {3}",
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i, block.Type, part.Name, part.LocalId);
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// m_log.DebugFormat(
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// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
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// i, block.Type, part.Name, part.LocalId);
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// // Do this once since fetch parts creates a new array.
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// SceneObjectPart[] parts = part.ParentGroup.Parts;
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@ -3015,9 +3015,9 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="rot"></param>
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public void UpdateRootRotation(Quaternion rot)
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{
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m_log.DebugFormat(
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"[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
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Name, LocalId, rot);
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updating root rotation of {0} {1} to {2}",
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// Name, LocalId, rot);
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Quaternion axRot = rot;
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Quaternion oldParentRot = m_rootPart.RotationOffset;
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@ -3050,21 +3050,21 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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for (int i = 0; i < parts.Length; i++)
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{
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SceneObjectPart childpart = parts[i];
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if (childpart != m_rootPart)
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{
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// childpart.IgnoreUndoUpdate = false;
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// childpart.StoreUndoState();
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}
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}
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// for (int i = 0; i < parts.Length; i++)
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// {
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// SceneObjectPart childpart = parts[i];
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// if (childpart != m_rootPart)
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// {
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//// childpart.IgnoreUndoUpdate = false;
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//// childpart.StoreUndoState();
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// }
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// }
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m_rootPart.ScheduleTerseUpdate();
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m_log.DebugFormat(
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"[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
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Name, LocalId, rot);
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: Updated root rotation of {0} {1} to {2}",
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// Name, LocalId, rot);
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}
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#endregion
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@ -3705,9 +3705,9 @@ namespace OpenSim.Region.Framework.Scenes
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m_undo.Push(nUndo);
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m_log.DebugFormat(
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"[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
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Name, LocalId, forGroup, m_undo.Count);
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
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// Name, LocalId, forGroup, m_undo.Count);
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}
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}
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}
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@ -3740,9 +3740,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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lock (m_undo)
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{
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m_log.DebugFormat(
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"[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
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Name, LocalId, m_undo.Count);
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Handling undo request for {0} {1}, stack size {2}",
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// Name, LocalId, m_undo.Count);
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if (m_undo.Count > 0)
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{
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@ -64,32 +64,32 @@ namespace OpenSim.Region.Framework.Scenes
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else
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Position = part.OffsetPosition;
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m_log.DebugFormat(
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"[UNDO STATE]: Storing undo position {0} for root part", Position);
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo position {0} for root part", Position);
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Rotation = part.RotationOffset;
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m_log.DebugFormat(
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"[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo rotation {0} for root part", Rotation);
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Scale = part.Shape.Scale;
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m_log.DebugFormat(
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"[UNDO STATE]: Storing undo scale {0} for root part", Scale);
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo scale {0} for root part", Scale);
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}
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else
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{
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Position = part.OffsetPosition;
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m_log.DebugFormat(
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"[UNDO STATE]: Storing undo position {0} for child part", Position);
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo position {0} for child part", Position);
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Rotation = part.RotationOffset;
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m_log.DebugFormat(
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"[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo rotation {0} for child part", Rotation);
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Scale = part.Shape.Scale;
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m_log.DebugFormat(
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"[UNDO STATE]: Storing undo scale {0} for child part", Scale);
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// m_log.DebugFormat(
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// "[UNDO STATE]: Storing undo scale {0} for child part", Scale);
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}
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}
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}
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@ -134,9 +134,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (part.ParentID == 0)
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{
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m_log.DebugFormat(
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"[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
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Position, part.Name, part.LocalId);
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// m_log.DebugFormat(
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// "[UNDO STATE]: Undoing position to {0} for root part {1} {2}",
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// Position, part.Name, part.LocalId);
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if (Position != Vector3.Zero)
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{
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@ -146,9 +146,9 @@ namespace OpenSim.Region.Framework.Scenes
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part.OffsetPosition = Position;
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}
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m_log.DebugFormat(
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"[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
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part.RotationOffset, Rotation, part.Name, part.LocalId);
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// m_log.DebugFormat(
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// "[UNDO STATE]: Undoing rotation {0} to {1} for root part {2} {3}",
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// part.RotationOffset, Rotation, part.Name, part.LocalId);
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if (ForGroup)
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part.UpdateRotation(Rotation);
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