Remove mono compiler warnings
parent
d99c60164d
commit
df702417dc
|
@ -31,7 +31,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
public class Prioritizer
|
||||
{
|
||||
private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
// private static readonly ILog m_log = LogManager.GetLogger(System.Reflection.MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
/// <summary>
|
||||
/// This is added to the priority of all child prims, to make sure that the root prim update is sent to the
|
||||
|
@ -75,7 +75,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
break;
|
||||
default:
|
||||
throw new InvalidOperationException("UpdatePrioritizationScheme not defined.");
|
||||
break;
|
||||
}
|
||||
|
||||
// Adjust priority so that root prims are sent to the viewer first. This is especially important for
|
||||
|
|
|
@ -3608,18 +3608,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
return true;
|
||||
}
|
||||
|
||||
private ILandObject GetParcelAtPoint(float x, float y)
|
||||
{
|
||||
foreach (var parcel in AllParcels())
|
||||
{
|
||||
if (parcel.ContainsPoint((int)x,(int)y))
|
||||
{
|
||||
return parcel;
|
||||
}
|
||||
}
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update an AgentCircuitData object with new information
|
||||
/// </summary>
|
||||
|
|
|
@ -70,7 +70,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <summary>
|
||||
/// A user will arrive shortly, set up appropriate credentials so it can connect
|
||||
/// </summary>
|
||||
public event ExpectUserDelegate OnExpectUser;
|
||||
// public event ExpectUserDelegate OnExpectUser;
|
||||
|
||||
/// <summary>
|
||||
/// A Prim will arrive shortly
|
||||
|
@ -80,7 +80,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <summary>
|
||||
/// A new prim has arrived
|
||||
/// </summary>
|
||||
public event PrimCrossing OnPrimCrossingIntoRegion;
|
||||
// public event PrimCrossing OnPrimCrossingIntoRegion;
|
||||
|
||||
///// <summary>
|
||||
///// A New Region is up and available
|
||||
|
@ -90,7 +90,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
/// <summary>
|
||||
/// We have a child agent for this avatar and we're getting a status update about it
|
||||
/// </summary>
|
||||
public event ChildAgentUpdate OnChildAgentUpdate;
|
||||
// public event ChildAgentUpdate OnChildAgentUpdate;
|
||||
//public event RemoveKnownRegionsFromAvatarList OnRemoveKnownRegionFromAvatar;
|
||||
|
||||
/// <summary>
|
||||
|
|
|
@ -1700,8 +1700,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
SceneObjectPart newRoot = newSet[0];
|
||||
newSet.RemoveAt(0);
|
||||
|
||||
List<uint> linkIDs = new List<uint>();
|
||||
|
||||
foreach (SceneObjectPart newChild in newSet)
|
||||
newChild.UpdateFlag = 0;
|
||||
|
||||
|
|
|
@ -4727,20 +4727,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
if (ParentGroup == null || ParentGroup.IsDeleted)
|
||||
return;
|
||||
|
||||
Vector3 lPos = OffsetPosition;
|
||||
|
||||
if (IsAttachment)
|
||||
{
|
||||
if (ParentGroup.RootPart != this)
|
||||
return;
|
||||
|
||||
lPos = ParentGroup.RootPart.AttachedPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (ParentGroup.RootPart == this)
|
||||
lPos = AbsolutePosition;
|
||||
}
|
||||
if (IsAttachment && ParentGroup.RootPart != this)
|
||||
return;
|
||||
|
||||
// Causes this thread to dig into the Client Thread Data.
|
||||
// Remember your locking here!
|
||||
|
|
|
@ -576,8 +576,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
|
||||
public SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item)
|
||||
{
|
||||
UUID ownerID = item.OwnerID;
|
||||
{
|
||||
AssetBase rezAsset = m_part.ParentGroup.Scene.AssetService.Get(item.AssetID.ToString());
|
||||
|
||||
if (null == rezAsset)
|
||||
|
|
|
@ -2327,7 +2327,6 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
m_perfMonMS = Util.EnvironmentTickCount();
|
||||
|
||||
PhysicsActor actor = m_physicsActor;
|
||||
Vector3 velocity = (actor != null) ? actor.Velocity : Vector3.Zero;
|
||||
|
||||
Vector3 pos = m_pos;
|
||||
pos.Z += m_appearance.HipOffset;
|
||||
|
|
Loading…
Reference in New Issue