Merge branch 'master' of melanie@opensimulator.org:/var/git/opensim
commit
41226dc991
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@ -348,9 +348,17 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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UUID ospResolvedId = OspResolver.ResolveOspa(item.CreatorId, m_scene.CommsManager);
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if (UUID.Zero != ospResolvedId)
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{
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item.CreatorIdAsUuid = ospResolvedId;
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// XXX: For now, don't preserve the OSPA in the creator id (which actually gets persisted to the
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// database). Instead, replace with the UUID that we found.
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item.CreatorId = ospResolvedId.ToString();
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}
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else
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{
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item.CreatorIdAsUuid = m_userInfo.UserProfile.ID;
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}
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item.Owner = m_userInfo.UserProfile.ID;
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@ -280,7 +280,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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string savePath = (cmdparams.Length > 6 ? cmdparams[6] : DEFAULT_INV_BACKUP_FILENAME);
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m_log.InfoFormat(
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"[INVENTORY ARCHIVER]: Saving archive {0} from inventory path {1} for {2} {3}",
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"[INVENTORY ARCHIVER]: Saving archive {0} using inventory path {1} for {2} {3}",
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savePath, invPath, firstName, lastName);
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Guid id = Guid.NewGuid();
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@ -259,9 +259,16 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver.Tests
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= InventoryArchiveUtils.FindItemByPath(scene.InventoryService, userInfo.UserProfile.ID, item1Name);
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Assert.That(foundItem1, Is.Not.Null, "Didn't find loaded item 1");
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// We have to disable this check since loaded items that did find users via OSPA resolution are now only storing the
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// UUID, not the OSPA itself.
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// Assert.That(
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// foundItem1.CreatorId, Is.EqualTo(item1.CreatorId),
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// "Loaded item non-uuid creator doesn't match original");
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Assert.That(
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foundItem1.CreatorId, Is.EqualTo(item1.CreatorId),
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foundItem1.CreatorId, Is.EqualTo(userItemCreatorUuid.ToString()),
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"Loaded item non-uuid creator doesn't match original");
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Assert.That(
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foundItem1.CreatorIdAsUuid, Is.EqualTo(userItemCreatorUuid),
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"Loaded item uuid creator doesn't match original");
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@ -247,8 +247,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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else if (m_movementAnimation == "LAND")
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{
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float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
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if (landElapsed <= FALL_DELAY)
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if ((m_animTickFall != 0) && (landElapsed <= FALL_DELAY))
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return "LAND";
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}
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@ -62,7 +62,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
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public void Initialise(IConfigSource config)
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{
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m_log.Info("[RegionReady] Initialising");
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//m_log.Info("[RegionReady] Initialising");
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m_config = config.Configs["RegionReady"];
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if (m_config != null)
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@ -74,8 +74,8 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
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}
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}
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if (!m_enabled)
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m_log.Info("[RegionReady] disabled.");
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// if (!m_enabled)
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// m_log.Info("[RegionReady] disabled.");
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}
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public void AddRegion(Scene scene)
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@ -92,7 +92,7 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
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m_scene.EventManager.OnEmptyScriptCompileQueue += OnEmptyScriptCompileQueue;
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m_scene.EventManager.OnOarFileLoaded += OnOarFileLoaded;
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m_log.InfoFormat("[RegionReady]: Enabled for region {0}", scene.RegionInfo.RegionName);
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m_log.DebugFormat("[RegionReady]: Enabled for region {0}", scene.RegionInfo.RegionName);
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}
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public void RemoveRegion(Scene scene)
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@ -120,7 +120,6 @@ namespace OpenSim.Region.OptionalModules.Scripting.RegionReady
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}
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#endregion
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void OnEmptyScriptCompileQueue(int numScriptsFailed, string message)
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{
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@ -1987,6 +1987,18 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type
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// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
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// So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
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// is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
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// It's perfectly okay when the object is not an active physical body though.
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// So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
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// but only if the object is not physial and active. This is important for rotating doors.
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// without the absoluteposition = absoluteposition happening, the doors do not move in the physics
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// scene
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if (part.PhysActor != null && !part.PhysActor.IsPhysical)
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{
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part.ParentGroup.ResetChildPrimPhysicsPositions();
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}
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}
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/// <summary>
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