don't early-exit from the loop that checks for loaded collision hulls because the check is what causes the hulls to be constructed

This commit is contained in:
Seth Alves 2017-01-16 08:54:56 -08:00
parent 050a7e87d2
commit bd67715cd2

View file

@ -5294,15 +5294,17 @@ bool Application::nearbyEntitiesAreReadyForPhysics() {
if (_nearbyEntitiesStabilityCount >= MINIMUM_NEARBY_ENTITIES_STABILITY_COUNT) { if (_nearbyEntitiesStabilityCount >= MINIMUM_NEARBY_ENTITIES_STABILITY_COUNT) {
// We've seen the same number of nearby entities for several stats packets in a row. assume we've got all // We've seen the same number of nearby entities for several stats packets in a row. assume we've got all
// the local entities. // the local entities.
bool result = true;
foreach (EntityItemPointer entity, entities) { foreach (EntityItemPointer entity, entities) {
if (entity->shouldBePhysical() && !entity->isReadyToComputeShape()) { if (entity->shouldBePhysical() && !entity->isReadyToComputeShape()) {
static QString repeatedMessage = static QString repeatedMessage =
LogHandler::getInstance().addRepeatedMessageRegex("Physics disabled until entity loads: .*"); LogHandler::getInstance().addRepeatedMessageRegex("Physics disabled until entity loads: .*");
qCDebug(interfaceapp) << "Physics disabled until entity loads: " << entity->getID() << entity->getName(); qCDebug(interfaceapp) << "Physics disabled until entity loads: " << entity->getID() << entity->getName();
return false; // don't break here because we want all the relevant entities to start their downloads
result = false;
} }
} }
return true; return result;
} }
return false; return false;
} }