Comment repeated add and remove of avatars from the physical scene. It's no

longer needed.
avinationmerge
Melanie 2010-10-25 00:53:38 +02:00
parent dd7f9ed7bf
commit cf78f3fae3
1 changed files with 22 additions and 16 deletions

View File

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