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https://github.com/opensim/opensim.git
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* Fixed neighbour range bug
* Various refactorings
This commit is contained in:
@@ -150,7 +150,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart.PhysActor.Position =
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new PhysicsVector(m_rootPart.GroupPosition.X, m_rootPart.GroupPosition.Y,
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m_rootPart.GroupPosition.Z);
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m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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}
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}
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}
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@@ -515,7 +515,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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PrimitiveBaseShape pbs = dupe.RootPart.Shape;
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dupe.RootPart.PhysActor = m_scene.PhysScene.AddPrimShape(
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dupe.RootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
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dupe.RootPart.Name,
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pbs,
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new PhysicsVector(dupe.RootPart.AbsolutePosition.X, dupe.RootPart.AbsolutePosition.Y,
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@@ -827,7 +827,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (linkPart.PhysActor != null)
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{
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m_scene.PhysScene.RemovePrim(linkPart.PhysActor);
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m_scene.PhysicsScene.RemovePrim(linkPart.PhysActor);
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linkPart.PhysActor = null;
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}
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@@ -897,7 +897,7 @@ namespace OpenSim.Region.Environment.Scenes
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// SceneObjectPart.UpdatePrimFlags()
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if (m_rootPart.PhysActor != null)
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{
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linkPart.PhysActor = m_scene.PhysScene.AddPrimShape(
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linkPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
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linkPart.Name,
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linkPart.Shape,
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new PhysicsVector(linkPart.AbsolutePosition.X, linkPart.AbsolutePosition.Y,
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@@ -1205,8 +1205,8 @@ namespace OpenSim.Region.Environment.Scenes
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}
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if (m_rootPart.PhysActor != null)
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{
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m_scene.PhysScene.RemovePrim(m_rootPart.PhysActor);
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m_rootPart.PhysActor = m_scene.PhysScene.AddPrimShape(
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m_scene.PhysicsScene.RemovePrim(m_rootPart.PhysActor);
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m_rootPart.PhysActor = m_scene.PhysicsScene.AddPrimShape(
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m_rootPart.Name,
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m_rootPart.Shape,
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new PhysicsVector(m_rootPart.AbsolutePosition.X, m_rootPart.AbsolutePosition.Y,
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@@ -1242,7 +1242,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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m_rootPart.PhysActor.Size =
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new PhysicsVector(m_rootPart.Scale.X, m_rootPart.Scale.Y, m_rootPart.Scale.Z);
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m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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}
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}
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}
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@@ -1333,7 +1333,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart.PhysActor.Orientation =
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new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
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m_rootPart.RotationOffset.Z);
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m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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}
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ScheduleGroupForTerseUpdate();
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}
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@@ -1351,7 +1351,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart.PhysActor.Orientation =
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new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
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m_rootPart.RotationOffset.Z);
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m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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}
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AbsolutePosition = pos;
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ScheduleGroupForTerseUpdate();
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@@ -1395,7 +1395,7 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart.PhysActor.Orientation =
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new Quaternion(m_rootPart.RotationOffset.W, m_rootPart.RotationOffset.X, m_rootPart.RotationOffset.Y,
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m_rootPart.RotationOffset.Z);
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m_scene.PhysScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor);
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}
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foreach (SceneObjectPart prim in m_parts.Values)
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