Don't allow position update on sitting avatar. Don't bounds check sitting
avatars as they will be crossed by the vehicle and not individuallyavinationmerge
parent
ec8c93aa5e
commit
19d6aa2bc9
|
@ -547,8 +547,12 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
// Don't update while sitting
|
||||||
|
if (ParentID == 0)
|
||||||
|
{
|
||||||
m_pos = value;
|
m_pos = value;
|
||||||
ParentPosition = Vector3.Zero;
|
ParentPosition = Vector3.Zero;
|
||||||
|
}
|
||||||
|
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
|
// "[ENTITY BASE]: In {0} set AbsolutePosition of {1} to {2}",
|
||||||
|
@ -2758,6 +2762,9 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
if (IsChildAgent)
|
if (IsChildAgent)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
|
if (ParentID != 0)
|
||||||
|
return;
|
||||||
|
|
||||||
Vector3 pos2 = AbsolutePosition;
|
Vector3 pos2 = AbsolutePosition;
|
||||||
Vector3 vel = Velocity;
|
Vector3 vel = Velocity;
|
||||||
int neighbor = 0;
|
int neighbor = 0;
|
||||||
|
|
Loading…
Reference in New Issue