If OdeScene.Near() returns no collision contacts, then exit as early as possible. All subsequent code is only relevant if there are contacts.
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@ -1025,6 +1025,10 @@ namespace OpenSim.Region.Physics.OdePlugin
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count = CollideGeoms(g1, g2, contacts.Length, contacts, d.ContactGeom.SizeOf);
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// All code after this is only relevant if we have any collisions
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if (count <= 0)
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return;
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if (count > contacts.Length)
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m_log.Error("[ODE SCENE]: Got " + count + " contacts when we asked for a maximum of " + contacts.Length);
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}
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