Comment repeated add and remove of avatars from the physical scene. It's no
longer needed.avinationmerge
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@ -2865,22 +2865,28 @@ namespace OpenSim.Region.Framework.Scenes
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{
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lock (m_syncRoot)
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{
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if (m_physicsActor != null)
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{
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if (!IsChildAgent)
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{
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// This may seem like it's redundant, remove the avatar from the physics scene
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// just to add it back again, but it saves us from having to update
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// 3 variables 10 times a second.
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bool flyingTemp = m_physicsActor.Flying;
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RemoveFromPhysicalScene();
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//m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
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//PhysicsActor = null;
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AddToPhysicalScene(flyingTemp);
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}
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}
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// MT: Commented this because it's no longer needed.
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// It used to be that the avatar height was calculated from the visual
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// params, so any call to this method could change the physical actor's
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// height. Now the height is supplied in the agent circuit data and never
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// changes here. So, we can leave physics alone.
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//
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// if (m_physicsActor != null)
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// {
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// if (!IsChildAgent)
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// {
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// // This may seem like it's redundant, remove the avatar from the physics scene
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// // just to add it back again, but it saves us from having to update
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// // 3 variables 10 times a second.
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// bool flyingTemp = m_physicsActor.Flying;
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// RemoveFromPhysicalScene();
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// //m_scene.PhysicsScene.RemoveAvatar(m_physicsActor);
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//
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// //PhysicsActor = null;
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//
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// AddToPhysicalScene(flyingTemp);
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// }
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// }
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#region Bake Cache Check
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