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