* Fixed object edit movements causing full object updates instead of terse object updates since unlinking.

afrisby
Teravus Ovares 2007-11-16 08:52:03 +00:00
parent 488cf2ea9f
commit 9020ec5af9
1 changed files with 7 additions and 1 deletions

View File

@ -336,7 +336,13 @@ namespace OpenSim.Region.Environment.Scenes
// since our timestamp resolution is to the nearest second). The first
// could have been sent in the last update - we still need to send the
// second here.
if (update.LastFullUpdateTime <= part.TimeStampFull)
// after object un-linking was introduced, this broke and needs fixing
// *all* object movements create a fullobjectupdate (which is bad)
// Physical objects do not need this bit of code, so lets make sure that they don't
// get updated and make matters worse until this gets fixed.
if (update.LastFullUpdateTime < part.TimeStampFull && !((part.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) !=0 ))
{
//need to do a full update
part.SendFullUpdate(ControllingClient);