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varregion: More tweeking to only sending patches within avatar draw distance.
Still has problems with child avatars.
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@@ -873,7 +873,8 @@ namespace OpenSim.Region.Framework.Scenes
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m_sendCoarseLocationsMethod = SendCoarseLocationsDefault;
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Animator = new ScenePresenceAnimator(this);
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PresenceType = type;
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DrawDistance = world.DefaultDrawDistance;
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// DrawDistance = world.DefaultDrawDistance;
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DrawDistance = Constants.RegionSize;
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RegionHandle = world.RegionInfo.RegionHandle;
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ControllingClient = client;
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Firstname = ControllingClient.FirstName;
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@@ -1918,8 +1919,8 @@ namespace OpenSim.Region.Framework.Scenes
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// When we get to the point of re-computing neighbors everytime this
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// changes, then start using the agent's drawdistance rather than the
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// region's draw distance.
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// DrawDistance = agentData.Far;
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DrawDistance = Scene.DefaultDrawDistance;
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DrawDistance = agentData.Far;
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// DrawDistance = Scene.DefaultDrawDistance;
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m_mouseLook = (flags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) != 0;
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m_leftButtonDown = (flags & AgentManager.ControlFlags.AGENT_CONTROL_LBUTTON_DOWN) != 0;
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@@ -2277,8 +2278,8 @@ namespace OpenSim.Region.Framework.Scenes
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// When we get to the point of re-computing neighbors everytime this
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// changes, then start using the agent's drawdistance rather than the
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// region's draw distance.
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// DrawDistance = agentData.Far;
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DrawDistance = Scene.DefaultDrawDistance;
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DrawDistance = agentData.Far;
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// DrawDistance = Scene.DefaultDrawDistance;
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// Check if Client has camera in 'follow cam' or 'build' mode.
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Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
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@@ -3824,8 +3825,8 @@ namespace OpenSim.Region.Framework.Scenes
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// When we get to the point of re-computing neighbors everytime this
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// changes, then start using the agent's drawdistance rather than the
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// region's draw distance.
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// DrawDistance = cAgentData.Far;
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DrawDistance = Scene.DefaultDrawDistance;
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DrawDistance = cAgentData.Far;
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// DrawDistance = Scene.DefaultDrawDistance;
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if (cAgentData.Position != marker) // UGH!!
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m_pos = cAgentData.Position + offset;
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@@ -3935,8 +3936,8 @@ namespace OpenSim.Region.Framework.Scenes
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// When we get to the point of re-computing neighbors everytime this
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// changes, then start using the agent's drawdistance rather than the
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// region's draw distance.
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// DrawDistance = cAgent.Far;
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DrawDistance = Scene.DefaultDrawDistance;
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DrawDistance = cAgent.Far;
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// DrawDistance = Scene.DefaultDrawDistance;
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if ((cAgent.Throttles != null) && cAgent.Throttles.Length > 0)
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ControllingClient.SetChildAgentThrottle(cAgent.Throttles);
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