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Don't clear avsToCross in SOG.AbsolutePosition.set(), this is unnecessary since the structure is local and never reused after the clear
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@@ -526,7 +526,6 @@ namespace OpenSim.Region.Framework.Scenes
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av.ParentID = 0;
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}
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// m_linkedAvatars.Clear();
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m_scene.CrossPrimGroupIntoNewRegion(val, this, true);
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// Normalize
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@@ -542,7 +541,6 @@ namespace OpenSim.Region.Framework.Scenes
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// If it's deleted, crossing was successful
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if (IsDeleted)
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{
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// foreach (ScenePresence av in m_linkedAvatars)
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foreach (avtocrossInfo avinfo in avsToCross)
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{
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ScenePresence av = avinfo.av;
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@@ -575,7 +573,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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avsToCross.Clear();
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return;
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}
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else // cross failed, put avas back ??
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@@ -585,11 +582,8 @@ namespace OpenSim.Region.Framework.Scenes
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ScenePresence av = avinfo.av;
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av.ParentUUID = UUID.Zero;
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av.ParentID = avinfo.ParentID;
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// m_linkedAvatars.Add(av);
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}
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}
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avsToCross.Clear();
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}
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else
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{
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@@ -601,6 +595,7 @@ namespace OpenSim.Region.Framework.Scenes
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RootPart.PhysActor.CrossingFailure();
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}
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}
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Vector3 oldp = AbsolutePosition;
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val.X = Util.Clamp<float>(oldp.X, 0.5f, (float)m_scene.RegionInfo.RegionSizeX - 0.5f);
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val.Y = Util.Clamp<float>(oldp.Y, 0.5f, (float)m_scene.RegionInfo.RegionSizeY - 0.5f);
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