Send parcel data upon becoming root. This will make streams play and build
flags be set properlyavinationmerge
parent
095e3aae67
commit
47f0468995
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@ -915,10 +915,10 @@ namespace OpenSim.Region.Framework.Scenes
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//If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
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//If they're TP'ing in or logging in, we haven't had time to add any known child regions yet.
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//This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
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//This has the unfortunate consequence that if somebody is TP'ing who is already a child agent,
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//they'll bypass the landing point. But I can't think of any decent way of fixing this.
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//they'll bypass the landing point. But I can't think of any decent way of fixing this.
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if (KnownChildRegionHandles.Count == 0)
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ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
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if (land != null)
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{
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{
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ILandObject land = m_scene.LandChannel.GetLandObject(pos.X, pos.Y);
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if (KnownChildRegionHandles.Count == 0)
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if (land != null)
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{
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{
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//Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
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//Don't restrict gods, estate managers, or land owners to the TP point. This behaviour mimics agni.
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if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
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if (land.LandData.LandingType == (byte)1 && land.LandData.UserLocation != Vector3.Zero && UserLevel < 200 && !m_scene.RegionInfo.EstateSettings.IsEstateManager(m_uuid) && land.LandData.OwnerID != m_uuid)
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@ -926,6 +926,8 @@ namespace OpenSim.Region.Framework.Scenes
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pos = land.LandData.UserLocation;
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pos = land.LandData.UserLocation;
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}
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}
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}
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}
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land.SendLandUpdateToClient(ControllingClient);
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}
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}
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if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
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if (pos.X < 0 || pos.Y < 0 || pos.Z < 0)
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