Merge commit 'f08664f422f984fa57cc0ecb97c04eee3dccd183' into bigmerge
Conflicts: OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/ScenePresence.csavinationmerge
commit
a8cc81a37e
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@ -37,7 +37,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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public abstract class EntityBase : ISceneEntity
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public abstract class EntityBase : ISceneEntity
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{
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{
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private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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// private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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/// <summary>
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/// <summary>
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/// The scene to which this entity belongs
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/// The scene to which this entity belongs
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@ -212,7 +212,6 @@ namespace OpenSim.Region.Framework.Scenes
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private bool m_firstHeartbeat = true;
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private bool m_firstHeartbeat = true;
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private object m_deleting_scene_object = new object();
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private object m_deleting_scene_object = new object();
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private object m_cleaningAttachments = new object();
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private bool m_cleaningTemps = false;
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private bool m_cleaningTemps = false;
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@ -171,8 +171,6 @@ namespace OpenSim.Region.Framework.Scenes
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private Vector3 m_lastChildAgentUpdatePosition;
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private Vector3 m_lastChildAgentUpdatePosition;
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private Vector3 m_lastChildAgentUpdateCamPosition;
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private Vector3 m_lastChildAgentUpdateCamPosition;
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private int m_perfMonMS;
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private bool m_flyingOld; // add for fly velocity control
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private bool m_flyingOld; // add for fly velocity control
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public bool m_wasFlying; // add for fly velocity control
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public bool m_wasFlying; // add for fly velocity control
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@ -1417,8 +1415,6 @@ namespace OpenSim.Region.Framework.Scenes
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// return;
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// return;
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//}
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//}
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// m_perfMonMS = Util.EnvironmentTickCount();
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++m_movementUpdateCount;
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++m_movementUpdateCount;
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if (m_movementUpdateCount < 1)
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if (m_movementUpdateCount < 1)
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m_movementUpdateCount = 1;
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m_movementUpdateCount = 1;
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@ -1712,9 +1708,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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m_scene.EventManager.TriggerOnClientMovement(this);
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m_scene.EventManager.TriggerOnClientMovement(this);
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// It doesn't make sense to add this to frame stats as this update is processed indepedently of the scene loop
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// m_scene.StatsReporter.AddAgentTime(Util.EnvironmentTickCountSubtract(m_perfMonMS));
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}
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}
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/// <summary>
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/// <summary>
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