duhhh npcs don't have child agents; plus minor typos

0.9.1.0-post-fixes
UbitUmarov 2019-04-05 03:45:27 +01:00
parent 8d272fb1d0
commit 0652f01d4c
7 changed files with 20 additions and 11 deletions

View File

@ -505,7 +505,7 @@ namespace OpenSim.Region.ClientStack.Linden
case FileAgentInventoryState.processRequest: case FileAgentInventoryState.processRequest:
case FileAgentInventoryState.processUpload: case FileAgentInventoryState.processUpload:
LLSDAssetUploadError resperror = new LLSDAssetUploadError(); LLSDAssetUploadError resperror = new LLSDAssetUploadError();
resperror.message = "Uploader busy processing previus request"; resperror.message = "Uploader busy processing previous request";
resperror.identifier = UUID.Zero; resperror.identifier = UUID.Zero;
LLSDAssetUploadResponse errorResponse = new LLSDAssetUploadResponse(); LLSDAssetUploadResponse errorResponse = new LLSDAssetUploadResponse();

View File

@ -724,7 +724,7 @@ namespace OpenSim.Region.ClientStack.Linden
int m = curCost.medLODSize - 384; int m = curCost.medLODSize - 384;
int h = curCost.highLODSize - 384; int h = curCost.highLODSize - 384;
// use previus higher LOD size on missing ones // use previous higher LOD size on missing ones
if (m <= 0) if (m <= 0)
m = h; m = h;
if (l <= 0) if (l <= 0)

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@ -929,7 +929,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
//BillableFactor //BillableFactor
zc.AddFloat(es.BillableFactor); zc.AddFloat(es.BillableFactor);
//CacheID //CacheID
zc.AddUUID(regionInfo.CacheID); // needs review when we actuall support cache zc.AddUUID(regionInfo.CacheID);
//TerrainBase0 //TerrainBase0
//TerrainBase1 //TerrainBase1
//TerrainBase2 //TerrainBase2

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@ -3072,10 +3072,14 @@ namespace OpenSim.Region.Framework.Scenes
Vector2 regionSize; Vector2 regionSize;
regionSize = new Vector2(m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY); regionSize = new Vector2(m_scene.RegionInfo.RegionSizeX, m_scene.RegionInfo.RegionSizeY);
if (pos.X < 0 || pos.X >= regionSize.X if (pos.X < 0.5f)
|| pos.Y < 0 || pos.Y >= regionSize.Y pos.X = 0.5f;
|| pos.Z < 0) else if (pos.X > regionSize.X - 0.5f)
return; pos.X = regionSize.X - 0.5f;
if (pos.Y < 0.5f)
pos.Y = 0.5f;
else if (pos.Y > regionSize.Y - 0.5f)
pos.Y = regionSize.Y - 0.5f;
float terrainHeight; float terrainHeight;
Scene targetScene = m_scene; Scene targetScene = m_scene;
@ -4405,6 +4409,9 @@ namespace OpenSim.Region.Framework.Scenes
m_scene.EventManager.TriggerSignificantClientMovement(this); m_scene.EventManager.TriggerSignificantClientMovement(this);
} }
if(IsNPC)
return;
// updates priority recalc // updates priority recalc
checkRePrioritization(); checkRePrioritization();
@ -6720,7 +6727,7 @@ namespace OpenSim.Region.Framework.Scenes
if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive) if (p.IsDeleted || p == this || p.ControllingClient == null || !p.ControllingClient.IsActive)
continue; continue;
// only those on previus parcel need receive kills // only those on previous parcel need receive kills
if (previusParcelID == p.currentParcelUUID) if (previusParcelID == p.currentParcelUUID)
{ {
if(!p.IsViewerUIGod) if(!p.IsViewerUIGod)

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@ -556,7 +556,7 @@ namespace OpenSim.Region.Framework.Scenes
sb[27].StatID = (uint)Stats.PhysicsLodTasks; sb[27].StatID = (uint)Stats.PhysicsLodTasks;
sb[27].StatValue = 0; sb[27].StatValue = 0;
sb[28].StatID = (uint)Stats.ScriptEps; // we actuall have this, but not messing array order AGAIN sb[28].StatID = (uint)Stats.ScriptEps; // we actually have this, but not messing array order AGAIN
sb[28].StatValue = (float)Math.Round(m_scriptEventsPerSecond * updateTimeFactor); sb[28].StatValue = (float)Math.Round(m_scriptEventsPerSecond * updateTimeFactor);
sb[29].StatID = (uint)Stats.SimAIStepTimeMS; sb[29].StatID = (uint)Stats.SimAIStepTimeMS;

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@ -1603,7 +1603,7 @@ namespace OpenSim.Region.PhysicsModule.ubOde
} }
else else
{ {
Vector3 a = _velocity; // previus velocity Vector3 a = _velocity; // previous velocity
SetSmooth(ref _velocity,ref vel,2); SetSmooth(ref _velocity,ref vel,2);
a = (_velocity - a) * invtimeStep; a = (_velocity - a) * invtimeStep;
SetSmooth(ref _acceleration,ref a,2); SetSmooth(ref _acceleration,ref a,2);

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@ -54,6 +54,8 @@ goto :done
:found :found
@echo Found msbuild at %ValueValue% @echo Found msbuild at %ValueValue%
@echo Creating compile.bat @echo Creating compile.bat
rem To compile in debug mode
@echo %ValueValue% opensim.sln > compile.bat @echo %ValueValue% opensim.sln > compile.bat
rem To compile in release mode comment line (add rem to start) above and uncomment next (remove rem)
rem @echo %ValueValue% /P:Config=Release opensim.sln > compile.bat
:done :done