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* Reduce the velocity tolerance on sending terse updates to avoid slowly drifting prims/avatars
* Added contacts_per_collision to the ODE config section. This allows you to reduce the maximum number of contact points ODE will generate per collision and reduce the size of the array that stores contact structures
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@@ -2394,7 +2394,7 @@ if (m_shape != null) {
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/// </summary>
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public void SendScheduledUpdates()
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{
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const float VELOCITY_TOLERANCE = 0.01f;
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const float VELOCITY_TOLERANCE = 0.0001f;
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const float POSITION_TOLERANCE = 0.1f;
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const int TIME_MS_TOLERANCE = 3000;
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