diff --git a/OpenSim/Region/Framework/Scenes/Prioritizer.cs b/OpenSim/Region/Framework/Scenes/Prioritizer.cs index ed80b3abe0..97009a04ac 100644 --- a/OpenSim/Region/Framework/Scenes/Prioritizer.cs +++ b/OpenSim/Region/Framework/Scenes/Prioritizer.cs @@ -286,9 +286,10 @@ namespace OpenSim.Region.Framework.Scenes { // And convert the distance to a priority queue, this computation gives queues // at 10, 20, 40, 80, 160, 320, 640, and 1280m - uint minpqueue = PriorityQueue.NumberOfImmediateQueues; +// uint minpqueue = PriorityQueue.NumberOfImmediateQueues; uint maxqueue = PriorityQueue.NumberOfQueues - PriorityQueue.NumberOfImmediateQueues -1; - uint pqueue = minpqueue; +// uint pqueue = minpqueue; + uint pqueue = PriorityQueue.NumberOfImmediateQueues; float distance; Vector3 presencePos = presence.AbsolutePosition; @@ -308,10 +309,10 @@ namespace OpenSim.Region.Framework.Scenes distance *= group.getAreaFactor(); if(group.IsAttachment) distance *= 0.5f; - else if(group.GetSittingAvatarsCount() > 0) - distance *= 0.5f; else if(group.UsesPhysics) distance *= 0.6f; + else if(group.GetSittingAvatarsCount() > 0) + distance *= 0.5f; } if (distance > 10f)