Fix linked physical daughter prim position update.
parent
cc8246206d
commit
0d1d437bd3
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@ -513,10 +513,17 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// If this is a linkset, we don't want the physics engine mucking up our group position here.
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PhysicsActor actor = PhysActor;
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if (actor != null && _parentID == 0)
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if (actor != null)
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{
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if (_parentID == 0)
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{
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m_groupPosition = actor.Position;
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}
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else
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{
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m_groupPosition = ParentGroup.AbsolutePosition; // KF+Casper Update Child prims too!
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}
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}
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if (IsAttachment)
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{
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@ -1743,9 +1750,13 @@ namespace OpenSim.Region.Framework.Scenes
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Quaternion parentRot = ParentGroup.RootPart.RotationOffset;
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Vector3 axPos = OffsetPosition;
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axPos *= parentRot;
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Vector3 translationOffsetPosition = axPos;
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int tx = (int)GroupPosition.X;
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int ty = (int)GroupPosition.Y;
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int tz = (int)GroupPosition.Z;
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return GroupPosition + translationOffsetPosition;
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}
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@ -1642,7 +1642,6 @@ namespace OpenSim.Region.Framework.Scenes
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// Reset sit target.
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if (part.GetAvatarOnSitTarget() == UUID)
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part.SetAvatarOnSitTarget(UUID.Zero);
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m_parentPosition = part.GetWorldPosition();
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ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
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}
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@ -1659,7 +1658,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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AbsolutePosition = wso; //KF: Fix stand up.
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m_parentPosition = Vector3.Zero;
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m_parentID = 0;
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part.IsOccupied = false;
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SendFullUpdateToAllClients();
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