Make Keyframe motion cross regions again
parent
2ad72db0ec
commit
34bb2fd015
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@ -276,6 +276,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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newMotion.m_timerStopped = false;
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newMotion.m_timerStopped = false;
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newMotion.m_running = true;
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newMotion.m_isCrossing = false;
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newMotion.m_isCrossing = false;
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newMotion.m_waitingCrossing = false;
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newMotion.m_waitingCrossing = false;
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}
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}
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@ -2769,8 +2769,6 @@ namespace OpenSim.Region.Framework.Scenes
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if (newPosition != Vector3.Zero)
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if (newPosition != Vector3.Zero)
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newObject.RootPart.GroupPosition = newPosition;
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newObject.RootPart.GroupPosition = newPosition;
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if (newObject.RootPart.KeyframeMotion != null)
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newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
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if (!AddSceneObject(newObject))
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if (!AddSceneObject(newObject))
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{
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{
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@ -2798,6 +2796,9 @@ namespace OpenSim.Region.Framework.Scenes
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// before we restart the scripts, or else some functions won't work.
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// before we restart the scripts, or else some functions won't work.
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newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
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newObject.RootPart.ParentGroup.CreateScriptInstances(0, false, DefaultScriptEngine, GetStateSource(newObject));
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newObject.ResumeScripts();
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newObject.ResumeScripts();
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if (newObject.RootPart.KeyframeMotion != null)
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newObject.RootPart.KeyframeMotion.UpdateSceneObject(newObject);
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}
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}
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// Do this as late as possible so that listeners have full access to the incoming object
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// Do this as late as possible so that listeners have full access to the incoming object
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