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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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@@ -1733,12 +1733,12 @@ namespace OpenSim.Region.Framework.Scenes
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//return;
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//}
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if ((Util.GetDistanceTo(lastPhysGroupPos, AbsolutePosition) > 0.02) && UsePhysics)
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if (Util.DistanceLessThan(lastPhysGroupPos, AbsolutePosition, 0.02) && UsePhysics)
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{
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m_rootPart.UpdateFlag = 1;
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lastPhysGroupPos = AbsolutePosition;
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}
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//foreach (SceneObjectPart part in m_parts.Values)
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//foreach (SceneObjectPart part in m_parts.Values)
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//{
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//if (part.UpdateFlag == 0) part.UpdateFlag = 1;
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//}
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