Commented out the UpdateLand call from the Update thread loop, because this may be causing the #LoginLag. Attachments taint the prim count. Twice. Each.
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eb07dfc900
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e3262ef5ac
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@ -1302,12 +1302,12 @@ namespace OpenSim.Region.Framework.Scenes
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terrainMS = Util.EnvironmentTickCountSubtract(terMS);
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terrainMS = Util.EnvironmentTickCountSubtract(terMS);
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}
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}
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if (m_frame % m_update_land == 0)
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//if (m_frame % m_update_land == 0)
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{
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//{
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int ldMS = Util.EnvironmentTickCount();
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// int ldMS = Util.EnvironmentTickCount();
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UpdateLand();
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// UpdateLand();
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landMS = Util.EnvironmentTickCountSubtract(ldMS);
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// landMS = Util.EnvironmentTickCountSubtract(ldMS);
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}
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//}
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frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
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frameMS = Util.EnvironmentTickCountSubtract(tmpFrameMS);
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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otherMS = tempOnRezMS + eventMS + backupMS + terrainMS + landMS;
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@ -2314,6 +2314,7 @@ namespace OpenSim.Region.Framework.Scenes
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// followed suggestion from mic bowman. reversed the two lines below.
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// followed suggestion from mic bowman. reversed the two lines below.
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if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something
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if (m_parentID == 0 && m_physicsActor != null || m_parentID != 0) // Check that we have a physics actor or we're sitting on something
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CheckForBorderCrossing();
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CheckForBorderCrossing();
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CheckForSignificantMovement(); // sends update to the modules.
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CheckForSignificantMovement(); // sends update to the modules.
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}
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}
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}
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}
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