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Push updates from keyframe directly to the front of the output queue rather
than through the update system.
This commit is contained in:
@@ -417,7 +417,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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m_group.SendGroupRootTerseUpdate(PrimUpdateFlags.Immediate);
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// m_group.RootPart.ScheduleTerseUpdate();
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m_frames.Clear();
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}
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@@ -429,7 +429,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.RootPart.AngularVelocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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m_group.SendGroupRootTerseUpdate(PrimUpdateFlags.Immediate);
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// m_group.RootPart.ScheduleTerseUpdate();
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}
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@@ -551,7 +551,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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m_group.SendGroupRootTerseUpdate(PrimUpdateFlags.Immediate);
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}
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return;
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@@ -695,7 +695,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (update)
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{
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m_group.SendGroupRootTerseUpdate();
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m_group.SendGroupRootTerseUpdate(PrimUpdateFlags.Immediate);
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}
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}
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@@ -731,7 +731,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_group.RootPart.Velocity != Vector3.Zero)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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m_group.SendGroupRootTerseUpdate(PrimUpdateFlags.Immediate);
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// m_group.RootPart.ScheduleTerseUpdate();
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}
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}
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@@ -743,7 +743,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_group != null)
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{
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m_group.RootPart.Velocity = Vector3.Zero;
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m_group.SendGroupRootTerseUpdate();
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m_group.SendGroupRootTerseUpdate(PrimUpdateFlags.Immediate);
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// m_group.RootPart.ScheduleTerseUpdate();
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if (m_running)
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