As with prim sitting avatars, make an avatar phantom when it sits on the ground and solid again when it stands.
This is to avoid http://opensimulator.org/mantis/view.php?id=5783 when a collision with a ground sitting avatar causes that avatar to automatically stand and sometimes not be able to move A better solution may be to keep gound sitting avatars solid but remove their collision status. However, this requires some physics code work.remove-scene-viewer
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@ -1419,6 +1419,7 @@ namespace OpenSim.Region.Framework.Scenes
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// to use. Or we could add a m_isSitting variable.
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// to use. Or we could add a m_isSitting variable.
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//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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//Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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SitGround = true;
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SitGround = true;
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RemoveFromPhysicalScene();
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}
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}
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// In the future, these values might need to go global.
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// In the future, these values might need to go global.
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@ -1835,11 +1836,14 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// </summary>
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public void StandUp()
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public void StandUp()
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{
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
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SitGround = false;
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SitGround = false;
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if (PhysicsActor == null)
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AddToPhysicalScene(false);
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if (ParentID != 0)
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if (ParentID != 0)
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{
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{
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// m_log.Debug("StandupCode Executed");
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SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
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SceneObjectPart part = m_scene.GetSceneObjectPart(ParentID);
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if (part != null)
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if (part != null)
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{
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{
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@ -1866,11 +1870,6 @@ namespace OpenSim.Region.Framework.Scenes
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ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
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ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
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}
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}
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if (PhysicsActor == null)
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{
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AddToPhysicalScene(false);
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}
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m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
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m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
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ParentPosition = Vector3.Zero;
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ParentPosition = Vector3.Zero;
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