* Removed some of the redundant broadcast functions in Scene and SceneGraph so it is clear who/what the broadcast is going to each time

* Removed two redundant parameters from SceneObjectPart
* Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs)
* Committing a preview of a new method for sending object updates efficiently (all commented out for now)
This commit is contained in:
John Hurliman
2009-10-15 15:25:02 -07:00
parent b1c93cd3b1
commit d44b50ee46
9 changed files with 255 additions and 68 deletions

View File

@@ -853,16 +853,6 @@ if (m_shape != null) {
return m_offsetPosition + m_groupPosition; }
}
public UUID ObjectCreator
{
get { return _creatorID; }
}
public UUID ObjectOwner
{
get { return _ownerID; }
}
public SceneObjectGroup ParentGroup
{
get { return m_parentGroup; }
@@ -1440,7 +1430,7 @@ if (m_shape != null) {
// Move afterwards ResetIDs as it clears the localID
dupe.LocalId = localID;
// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
dupe._lastOwnerID = ObjectOwner;
dupe._lastOwnerID = OwnerID;
byte[] extraP = new byte[Shape.ExtraParams.Length];
Array.Copy(Shape.ExtraParams, extraP, extraP.Length);