*TO TEST/REVIEW* added current default animation in animationSet.cs to/fromArray in array element 0. This may cause compatibilities issues, but think this information is needed for proper crossings. OSG regions did survived tps in/out with this. ALso added velocity in crossings cases, for now detected by Teleport flag equal to Default (0);
parent
58a1a0710c
commit
12c9916193
|
@ -168,10 +168,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
|
||||
public OpenSim.Framework.Animation[] ToArray()
|
||||
{
|
||||
OpenSim.Framework.Animation[] theArray = new OpenSim.Framework.Animation[m_animations.Count];
|
||||
OpenSim.Framework.Animation[] theArray = new OpenSim.Framework.Animation[m_animations.Count + 1];
|
||||
uint i = 0;
|
||||
try
|
||||
{
|
||||
theArray[i++] = m_defaultAnimation;
|
||||
foreach (OpenSim.Framework.Animation anim in m_animations)
|
||||
theArray[i++] = anim;
|
||||
}
|
||||
|
@ -184,8 +185,14 @@ namespace OpenSim.Region.Framework.Scenes.Animation
|
|||
|
||||
public void FromArray(OpenSim.Framework.Animation[] theArray)
|
||||
{
|
||||
foreach (OpenSim.Framework.Animation anim in theArray)
|
||||
m_animations.Add(anim);
|
||||
// foreach (OpenSim.Framework.Animation anim in theArray)
|
||||
// m_animations.Add(anim);
|
||||
if (theArray.Length > 0)
|
||||
{
|
||||
m_defaultAnimation = theArray[0];
|
||||
for (int i = 1; i < theArray.Length; i++)
|
||||
m_animations.Add(theArray[i]);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
|
|
@ -866,7 +866,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
|
||||
IsChildAgent = false;
|
||||
|
||||
Animator.TrySetMovementAnimation("SIT");
|
||||
// Animator.TryFixMovementAnimation("SIT");
|
||||
}
|
||||
else
|
||||
{
|
||||
|
@ -929,7 +929,15 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
}
|
||||
AbsolutePosition = pos;
|
||||
|
||||
AddToPhysicalScene(isFlying);
|
||||
if (m_teleportFlags == TeleportFlags.Default)
|
||||
{
|
||||
Vector3 vel = Velocity;
|
||||
AddToPhysicalScene(isFlying);
|
||||
if (PhysicsActor != null)
|
||||
PhysicsActor.SetMomentum(vel);
|
||||
}
|
||||
else
|
||||
AddToPhysicalScene(isFlying);
|
||||
|
||||
if (ForceFly)
|
||||
{
|
||||
|
@ -943,7 +951,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
|
||||
// avatar to return to the standing position in mid-air. On login it looks like this is being sent
|
||||
// elsewhere anyway
|
||||
// Animator.SendAnimPack();
|
||||
// Animator.SendAnimPack();
|
||||
|
||||
|
||||
m_scene.SwapRootAgentCount(false);
|
||||
|
||||
|
@ -980,6 +989,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
|
||||
// stall on the border crossing since the existing child agent will still have the last movement
|
||||
// recorded, which stops the input from being processed.
|
||||
|
||||
MovementFlag = 0;
|
||||
|
||||
m_scene.EventManager.TriggerOnMakeRootAgent(this);
|
||||
|
@ -1020,6 +1030,8 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
// as teleporting back
|
||||
TeleportFlags = TeleportFlags.Default;
|
||||
|
||||
MovementFlag = 0;
|
||||
|
||||
// It looks like Animator is set to null somewhere, and MakeChild
|
||||
// is called after that. Probably in aborted teleports.
|
||||
if (Animator == null)
|
||||
|
@ -1027,6 +1039,7 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
else
|
||||
Animator.ResetAnimations();
|
||||
|
||||
|
||||
// m_log.DebugFormat(
|
||||
// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
|
||||
// Name, UUID, m_scene.RegionInfo.RegionName);
|
||||
|
@ -1053,9 +1066,9 @@ namespace OpenSim.Region.Framework.Scenes
|
|||
{
|
||||
// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
|
||||
PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
|
||||
m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
|
||||
PhysicsActor.UnSubscribeEvents();
|
||||
PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
|
||||
PhysicsActor.UnSubscribeEvents();
|
||||
m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
|
||||
PhysicsActor = null;
|
||||
}
|
||||
// else
|
||||
|
|
Loading…
Reference in New Issue