let RePrioritization also work on child agents
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				|  | @ -2132,10 +2132,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
|                     SendInitialDataToMe(); | ||||
| 
 | ||||
|                 // priority uses avatar position only | ||||
|                 m_reprioritizationLastPosition = AbsolutePosition; | ||||
|                 m_reprioritizationLastDrawDistance = DrawDistance; | ||||
|                 m_reprioritizationLastTime = Util.EnvironmentTickCount() + 15000; // delay it | ||||
|                 m_reprioritizationBusy = false; | ||||
| //                m_reprioritizationLastPosition = AbsolutePosition; | ||||
| //                m_reprioritizationLastDrawDistance = DrawDistance; | ||||
| //                m_reprioritizationLastTime = Util.EnvironmentTickCount() + 15000; // delay it | ||||
| //                m_reprioritizationBusy = false; | ||||
| 
 | ||||
|                 m_log.DebugFormat("[CompleteMovement] SendInitialDataToMe: {0}ms", Util.EnvironmentTickCountSubtract(ts)); | ||||
| 
 | ||||
|  | @ -3781,6 +3781,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
|                     if (e != null && e is SceneObjectGroup && !((SceneObjectGroup)e).IsAttachment) | ||||
|                         ((SceneObjectGroup)e).SendFullUpdateToClient(ControllingClient); | ||||
|                 } | ||||
| 
 | ||||
|                 m_reprioritizationLastPosition = AbsolutePosition; | ||||
|                 m_reprioritizationLastDrawDistance = DrawDistance; | ||||
|                 m_reprioritizationLastTime = Util.EnvironmentTickCount() + 15000; // delay it | ||||
|                 m_reprioritizationBusy = false; | ||||
| 
 | ||||
|             }); | ||||
|         } | ||||
| 
 | ||||
|  | @ -3997,11 +4003,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
|                 float minregionSize = (float)Scene.RegionInfo.RegionSizeX; | ||||
|                 if(minregionSize > (float)Scene.RegionInfo.RegionSizeY) | ||||
|                     minregionSize = (float)Scene.RegionInfo.RegionSizeY; | ||||
|                 minregionSize *= 0.5f; | ||||
|                 if(DrawDistance > minregionSize && m_reprioritizationLastDrawDistance > minregionSize) | ||||
|                     byDrawdistance = false; | ||||
|                 else | ||||
|                     byDrawdistance = (Math.Abs(DrawDistance-m_reprioritizationLastDrawDistance) > 0.5f * limit); | ||||
|             } | ||||
| 
 | ||||
|             int tdiff =  Util.EnvironmentTickCountSubtract(m_reprioritizationLastTime); | ||||
|             if(!byDrawdistance && tdiff < Scene.ReprioritizationInterval) | ||||
|                 return; | ||||
|  |  | |||
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