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Track timestamps when terse updates were last sent for a prim or avatar to avoid floating away forever until a key is pressed (deviates from SL behavior in a hopefully good way)
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@@ -253,6 +253,7 @@ namespace OpenSim.Region.Framework.Scenes
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protected Vector3 m_lastVelocity;
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protected Vector3 m_lastAcceleration;
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protected Vector3 m_lastAngularVelocity;
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protected int m_lastTerseSent;
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// TODO: Those have to be changed into persistent properties at some later point,
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// or sit-camera on vehicles will break on sim-crossing.
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@@ -2395,6 +2396,7 @@ if (m_shape != null) {
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{
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const float VELOCITY_TOLERANCE = 0.01f;
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const float POSITION_TOLERANCE = 0.1f;
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const int TIME_MS_TOLERANCE = 3000;
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if (m_updateFlag == 1)
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{
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@@ -2403,7 +2405,8 @@ if (m_shape != null) {
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Acceleration != m_lastAcceleration ||
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(Velocity - m_lastVelocity).Length() > VELOCITY_TOLERANCE ||
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(RotationalVelocity - m_lastAngularVelocity).Length() > VELOCITY_TOLERANCE ||
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(OffsetPosition - m_lastPosition).Length() > POSITION_TOLERANCE)
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(OffsetPosition - m_lastPosition).Length() > POSITION_TOLERANCE ||
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Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE)
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{
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AddTerseUpdateToAllAvatars();
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ClearUpdateSchedule();
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@@ -2422,6 +2425,7 @@ if (m_shape != null) {
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m_lastVelocity = Velocity;
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m_lastAcceleration = Acceleration;
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m_lastAngularVelocity = RotationalVelocity;
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m_lastTerseSent = Environment.TickCount;
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}
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}
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else
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