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* Performance Changes:
* Moves Entity Updates into a seperate thread, allowing for OpenSim to utilize a computers CPU more effectively in return for potentially greater user and prim capacity. * Removes an expensive Sqrt call performed during Update on each object. This should lower CPU requirements for high-prim regions with physics enabled. * MXP Changes: Centers the region around 0,0 for primitives instead of 128,128. Prim display should now look more correct for MXP viewers.
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@@ -577,7 +577,9 @@ namespace OpenSim.Client.MXP.ClientStack
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pe.ObjectFragment.AngularAcceleration = new float[4];
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pe.ObjectFragment.AngularVelocity = new float[] { rvel.X, rvel.Y, rvel.Z, 0.0f };
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pe.ObjectFragment.BoundingSphereRadius = primShape.Scale.Length()/2.0f;
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pe.ObjectFragment.Location = new float[] { pos.X, pos.Y, pos.Z };
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pe.ObjectFragment.Location = new float[] { pos.X - 120.0f, pos.Z, pos.Y - 128.0f };
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pe.ObjectFragment.Mass = 1.0f;
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pe.ObjectFragment.ObjectId = objectID.Guid;
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pe.ObjectFragment.Orientation = new float[] { rotation.X, rotation.Y, rotation.Z, rotation.W };
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