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* A bunch of updates to make things more smooth.
** Sending the actual TimeDilation to the client now instead of the 62455 constant. The client is *supposed* to use that value to sync with the simulator. (actually sending ushort.maxvalue * TimeDilation) ** Disabling prim that inter-penetrate instead of just not attaching a joint ** Reduced prim spin a 'little' bit, but not *enough* ** Tweaked the TimeDilation algorithm to be closer to 1.0 by default and various changes to the sim stats reporter ** Created a .SetValues method to PhysicsVector so we can simply call the setvalues function instead of .x, .y, .z sets. ** Experimented with a .GetBytes Method on PhysicsActor to be able to use the LLVector3.FromBytes() method. ** Upped the Inter-penetration depth to 0.25 instead of .08.
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@@ -1593,7 +1593,10 @@ namespace OpenSim.Region.Environment.Scenes
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part.UpdateMovement();
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}
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}
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public float GetTimeDilation()
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{
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return m_scene.TimeDilation;
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}
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/// <summary>
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/// Added as a way for the storage provider to reset the scene,
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/// most likely a better way to do this sort of thing but for now...
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