Remove bizarre call to PhysicsScene.Simulate(0) in Scene.GetNearestAllowedPosition()
At least on ODE, this wasn't doing any harm but there wasn't any point to it eitheriar_mods
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2ae5b40ca6
commit
8e32ce85a7
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@ -4633,9 +4633,6 @@ namespace OpenSim.Region.Framework.Scenes
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public Vector3? GetNearestAllowedPosition(ScenePresence avatar)
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public Vector3? GetNearestAllowedPosition(ScenePresence avatar)
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{
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{
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//simulate to make sure we have pretty up to date positions
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PhysicsScene.Simulate(0);
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ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
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ILandObject nearestParcel = GetNearestAllowedParcel(avatar.UUID, avatar.AbsolutePosition.X, avatar.AbsolutePosition.Y);
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if (nearestParcel != null)
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if (nearestParcel != null)
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@ -4662,12 +4659,13 @@ namespace OpenSim.Region.Framework.Scenes
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//Ultimate backup if we have no idea where they are
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//Ultimate backup if we have no idea where they are
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Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
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Debug.WriteLine("Have no idea where they are, sending them to: " + avatar.lastKnownAllowedPosition.ToString());
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return avatar.lastKnownAllowedPosition;
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return avatar.lastKnownAllowedPosition;
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}
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}
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//Go to the edge, this happens in teleporting to a region with no available parcels
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//Go to the edge, this happens in teleporting to a region with no available parcels
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Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
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Vector3 nearestRegionEdgePoint = GetNearestRegionEdgePosition(avatar);
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//Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
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//Debug.WriteLine("They are really in a place they don't belong, sending them to: " + nearestRegionEdgePoint.ToString());
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return nearestRegionEdgePoint;
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return nearestRegionEdgePoint;
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}
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}
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