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