* 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.
This commit is contained in:
Teravus Ovares
2008-02-12 04:27:20 +00:00
parent fdc42481ed
commit 6e01769bcf
10 changed files with 133 additions and 34 deletions

View File

@@ -181,7 +181,7 @@ namespace OpenSim.Region.Environment.Scenes
// Then we divide the whole amount by the amount of seconds pass in between stats updates.
sb[0].StatID = (uint) Stats.TimeDilation;
sb[0].StatValue = ((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
sb[0].StatValue = m_timeDilation ; //((((m_timeDilation + (0.10f * statsUpdateFactor)) /10) / statsUpdateFactor));
sb[1].StatID = (uint) Stats.SimFPS;
sb[1].StatValue = simfps/statsUpdateFactor;
@@ -280,13 +280,13 @@ namespace OpenSim.Region.Environment.Scenes
public void AddTimeDilation(float td)
{
float tdsetting = td;
if (tdsetting > 1.0f)
tdsetting = (tdsetting - (tdsetting - 0.91f));
//float tdsetting = td;
//if (tdsetting > 1.0f)
//tdsetting = (tdsetting - (tdsetting - 0.91f));
if (tdsetting < 0)
tdsetting = 0.0f;
m_timeDilation += tdsetting;
//if (tdsetting < 0)
//tdsetting = 0.0f;
m_timeDilation = td;
}
public void SetRootAgents(int rootAgents)