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BulletSim: fix avatar bobbing or jiggling while stationary flying.
Various comments and debugging message mods.
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@@ -77,13 +77,14 @@ public class ExtendedPhysics : INonSharedRegionModule
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m_log.ErrorFormat("{0} Initialization error: {0}", LogHeader, e);
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}
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m_log.ErrorFormat("{0} module {1} enabled", LogHeader, (Enabled ? "is" : "is not"));
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m_log.InfoFormat("{0} module {1} enabled", LogHeader, (Enabled ? "is" : "is not"));
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}
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public void Close()
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{
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if (BaseScene != null)
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{
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BaseScene.EventManager.OnObjectAddedToScene -= EventManager_OnObjectAddedToScene;
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BaseScene.EventManager.OnSceneObjectPartUpdated -= EventManager_OnSceneObjectPartUpdated;
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BaseScene = null;
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}
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@@ -120,13 +121,20 @@ public class ExtendedPhysics : INonSharedRegionModule
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Comms.RegisterScriptInvocations(this);
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// When an object is modified, we might need to update its extended physics parameters
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BaseScene.EventManager.OnObjectAddedToScene += EventManager_OnObjectAddedToScene;
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BaseScene.EventManager.OnSceneObjectPartUpdated += EventManager_OnSceneObjectPartUpdated;
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}
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public Type ReplaceableInterface { get { return null; } }
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#endregion // INonSharedRegionModule
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private void EventManager_OnObjectAddedToScene(SceneObjectGroup obj)
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{
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throw new NotImplementedException();
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}
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// Event generated when some property of a prim changes.
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private void EventManager_OnSceneObjectPartUpdated(SceneObjectPart sop, bool isFullUpdate)
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{
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