duhhh npcs don't have child agents; plus minor typos
parent
8d272fb1d0
commit
0652f01d4c
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@ -505,7 +505,7 @@ namespace OpenSim.Region.ClientStack.Linden
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case FileAgentInventoryState.processRequest:
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case FileAgentInventoryState.processUpload:
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LLSDAssetUploadError resperror = new LLSDAssetUploadError();
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resperror.message = "Uploader busy processing previus request";
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resperror.message = "Uploader busy processing previous request";
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resperror.identifier = UUID.Zero;
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LLSDAssetUploadResponse errorResponse = new LLSDAssetUploadResponse();
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@ -724,7 +724,7 @@ namespace OpenSim.Region.ClientStack.Linden
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int m = curCost.medLODSize - 384;
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int h = curCost.highLODSize - 384;
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// use previus higher LOD size on missing ones
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// use previous higher LOD size on missing ones
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if (m <= 0)
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m = h;
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if (l <= 0)
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@ -929,7 +929,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//BillableFactor
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zc.AddFloat(es.BillableFactor);
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//CacheID
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zc.AddUUID(regionInfo.CacheID); // needs review when we actuall support cache
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zc.AddUUID(regionInfo.CacheID);
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//TerrainBase0
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//TerrainBase1
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//TerrainBase2
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@ -3072,10 +3072,14 @@ namespace OpenSim.Region.Framework.Scenes
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Vector2 regionSize;
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regionSize = new Vector2(m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY);
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if (pos.X < 0 || pos.X >= regionSize.X
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|| pos.Y < 0 || pos.Y >= regionSize.Y
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|| pos.Z < 0)
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return;
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if (pos.X < 0.5f)
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pos.X = 0.5f;
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else if (pos.X > regionSize.X - 0.5f)
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pos.X = regionSize.X - 0.5f;
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if (pos.Y < 0.5f)
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pos.Y = 0.5f;
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else if (pos.Y > regionSize.Y - 0.5f)
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pos.Y = regionSize.Y - 0.5f;
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float terrainHeight;
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Scene targetScene = m_scene;
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@ -4405,6 +4409,9 @@ namespace OpenSim.Region.Framework.Scenes
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m_scene.EventManager.TriggerSignificantClientMovement(this);
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}
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if(IsNPC)
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return;
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// updates priority recalc
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checkRePrioritization();
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@ -6720,7 +6727,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
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continue;
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// only those on previus parcel need receive kills
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// only those on previous parcel need receive kills
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if (previusParcelID == p.currentParcelUUID)
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{
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if(!p.IsViewerUIGod)
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@ -556,7 +556,7 @@ namespace OpenSim.Region.Framework.Scenes
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sb[27].StatID = (uint)Stats.PhysicsLodTasks;
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sb[27].StatValue = 0;
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sb[28].StatID = (uint)Stats.ScriptEps; // we actuall have this, but not messing array order AGAIN
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sb[28].StatID = (uint)Stats.ScriptEps; // we actually have this, but not messing array order AGAIN
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sb[28].StatValue = (float)Math.Round(m_scriptEventsPerSecond * updateTimeFactor);
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sb[29].StatID = (uint)Stats.SimAIStepTimeMS;
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@ -1603,7 +1603,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
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}
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else
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{
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Vector3 a = _velocity; // previus velocity
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Vector3 a = _velocity; // previous velocity
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SetSmooth(ref _velocity,ref vel,2);
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a = (_velocity - a) * invtimeStep;
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SetSmooth(ref _acceleration,ref a,2);
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@ -54,6 +54,8 @@ goto :done
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:found
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@echo Found msbuild at %ValueValue%
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@echo Creating compile.bat
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rem To compile in debug mode
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@echo %ValueValue% opensim.sln > compile.bat
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rem To compile in release mode comment line (add rem to start) above and uncomment next (remove rem)
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rem @echo %ValueValue% /P:Config=Release opensim.sln > compile.bat
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:done
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