![]() Since this is done directly from ScenePresence, it can lead to a race condition with the simulator loop. There's no real point doing it anyway since the clear will be done very shortly afterwards by the simulate loop and either there are no events (for a new avatar) or events don't matter (for a departing avatar). This matches existing behaviour in OdePrim |
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.. | ||
Tests | ||
AssemblyInfo.cs | ||
ODECharacter.cs | ||
ODEDynamics.c_comments | ||
ODEDynamics.cs | ||
ODEPrim.cs | ||
ODERayCastRequestManager.cs | ||
OdePhysicsJoint.cs | ||
OdePlugin.cs | ||
OdeScene.cs | ||
drawstuff.cs |