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refactor: Rename recent new Client*UpdateTolerance to Root*UpdateTolerance for better accuracy and consistency with other similar parameters
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@@ -233,19 +233,19 @@ namespace OpenSim.Region.Framework.Scenes
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public bool SendPeriodicAppearanceUpdates { get; set; }
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/// <summary>
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/// How much a client has to change position before updates are sent to viewers.
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/// How much a root agent has to change position before updates are sent to viewers.
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/// </summary>
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public float ClientPositionUpdateTolerance { get; set; }
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public float RootPositionUpdateTolerance { get; set; }
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/// <summary>
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/// How much a client has to rotate before updates are sent to viewers.
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/// How much a root agent has to rotate before updates are sent to viewers.
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/// </summary>
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public float ClientRotationUpdateTolerance { get; set; }
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public float RootRotationUpdateTolerance { get; set; }
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/// <summary>
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/// How much a client has to change velocity before updates are sent to viewers.
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/// How much a root agent has to change velocity before updates are sent to viewers.
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/// </summary>
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public float ClientVelocityUpdateTolerance { get; set; }
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public float RootVelocityUpdateTolerance { get; set; }
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/// <summary>
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/// If greater than 1, we only send terse updates to other root agents on every n updates.
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@@ -1071,9 +1071,9 @@ namespace OpenSim.Region.Framework.Scenes
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PeriodicBackup = true;
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UseBackup = true;
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ClientRotationUpdateTolerance = 0.01f;
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ClientVelocityUpdateTolerance = 0.001f;
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ClientPositionUpdateTolerance = 0.05f;
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RootRotationUpdateTolerance = 0.01f;
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RootVelocityUpdateTolerance = 0.001f;
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RootPositionUpdateTolerance = 0.05f;
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ChildReprioritizationDistance = 20.0;
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m_eventManager = new EventManager();
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@@ -3200,12 +3200,12 @@ namespace OpenSim.Region.Framework.Scenes
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// checks on all updates but the ramifications of this would need careful consideration.
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bool updateClients
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= IsSatOnObject && (Rotation != m_lastRotation || Velocity != m_lastVelocity || m_pos != m_lastPosition);
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if (!updateClients)
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updateClients
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= !Rotation.ApproxEquals(m_lastRotation, Scene.ClientRotationUpdateTolerance)
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|| !Velocity.ApproxEquals(m_lastVelocity, Scene.ClientVelocityUpdateTolerance)
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|| !m_pos.ApproxEquals(m_lastPosition, Scene.ClientPositionUpdateTolerance);
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= !Rotation.ApproxEquals(m_lastRotation, Scene.RootRotationUpdateTolerance)
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|| !Velocity.ApproxEquals(m_lastVelocity, Scene.RootVelocityUpdateTolerance)
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|| !m_pos.ApproxEquals(m_lastPosition, Scene.RootPositionUpdateTolerance);
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if (updateClients)
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{
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