Merge branch 'ubitwork' into avination
commit
498820a74f
|
@ -6402,6 +6402,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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||||||
{
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{
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||||||
handlerCompleteMovementToRegion(sender, true);
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handlerCompleteMovementToRegion(sender, true);
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||||||
}
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}
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else
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m_log.Debug("HandleCompleteAgentMovement NULL handler");
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handlerCompleteMovementToRegion = null;
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handlerCompleteMovementToRegion = null;
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||||||
|
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return true;
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return true;
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@ -717,7 +717,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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udpClient = ((LLClientView)client).UDPClient;
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udpClient = ((LLClientView)client).UDPClient;
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if (!udpClient.IsConnected)
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if (!udpClient.IsConnected)
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{
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// m_log.Debug("[LLUDPSERVER]: Received a " + packet.Type + " packet for a unConnected client in " + m_scene.RegionInfo.RegionName);
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return;
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return;
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}
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#endregion Packet to Client Mapping
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#endregion Packet to Client Mapping
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@ -585,12 +585,12 @@ namespace OpenSim.Region.Framework.Scenes
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protected internal void AddPhysicalPrim(int number)
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protected internal void AddPhysicalPrim(int number)
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{
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{
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m_physicalPrim++;
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m_physicalPrim += number;
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}
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}
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protected internal void RemovePhysicalPrim(int number)
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protected internal void RemovePhysicalPrim(int number)
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{
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{
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m_physicalPrim--;
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m_physicalPrim -= number;
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}
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}
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||||||
protected internal void AddToScriptLPS(int number)
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protected internal void AddToScriptLPS(int number)
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|
|
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@ -631,6 +631,14 @@ namespace OpenSim.Region.Framework.Scenes
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if (triggerScriptEvent)
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if (triggerScriptEvent)
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part.TriggerScriptChangedEvent(Changed.POSITION);
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part.TriggerScriptChangedEvent(Changed.POSITION);
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}
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}
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/*
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This seems not needed and should not be needed:
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sp absolute position depends on sit part absolute position fixed above.
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sp ParentPosition is not used anywhere.
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Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
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Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
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|
|
||||||
if (!m_dupeInProgress)
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if (!m_dupeInProgress)
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{
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{
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foreach (ScenePresence av in m_linkedAvatars)
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foreach (ScenePresence av in m_linkedAvatars)
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@ -640,12 +648,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
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Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
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av.AbsolutePosition += offset;
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av.AbsolutePosition += offset;
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av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
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// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
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av.SendAvatarDataToAllAgents();
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av.SendAvatarDataToAllAgents();
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||||||
}
|
}
|
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}
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}
|
||||||
}
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}
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||||||
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*/
|
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//if (m_rootPart.PhysActor != null)
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//if (m_rootPart.PhysActor != null)
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||||||
//{
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//{
|
||||||
//m_rootPart.PhysActor.Position =
|
//m_rootPart.PhysActor.Position =
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||||||
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@ -676,7 +684,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (agent.ParentUUID != UUID.Zero)
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if (agent.ParentUUID != UUID.Zero)
|
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{
|
{
|
||||||
agent.ParentPart = null;
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agent.ParentPart = null;
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agent.ParentPosition = Vector3.Zero;
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// agent.ParentPosition = Vector3.Zero;
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// agent.ParentUUID = UUID.Zero;
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// agent.ParentUUID = UUID.Zero;
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}
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}
|
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}
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}
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@ -3752,7 +3760,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
|
else
|
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// ugly rotation update of all parts
|
// ugly rotation update of all parts
|
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{
|
{
|
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group.AbsolutePosition = AbsolutePosition;
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group.ResetChildPrimPhysicsPositions();
|
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}
|
}
|
||||||
|
|
||||||
}
|
}
|
||||||
|
|
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@ -4496,6 +4496,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
|
{
|
||||||
if (pa != null)
|
if (pa != null)
|
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{
|
{
|
||||||
|
if(wasUsingPhysics)
|
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ParentGroup.Scene.RemovePhysicalPrim(1);
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ParentGroup.Scene.RemovePhysicalPrim(1);
|
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RemoveFromPhysics();
|
RemoveFromPhysics();
|
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}
|
}
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|
@ -4545,7 +4546,6 @@ namespace OpenSim.Region.Framework.Scenes
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pa.SetVolumeDetect(0);
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pa.SetVolumeDetect(0);
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*/
|
*/
|
||||||
|
|
||||||
|
|
||||||
if (pa.Building != building)
|
if (pa.Building != building)
|
||||||
pa.Building = building;
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pa.Building = building;
|
||||||
}
|
}
|
||||||
|
|
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@ -433,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes
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||||||
get { return (IClientCore)ControllingClient; }
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get { return (IClientCore)ControllingClient; }
|
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}
|
}
|
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|
|
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public Vector3 ParentPosition { get; set; }
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// public Vector3 ParentPosition { get; set; }
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|
|
||||||
/// <summary>
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/// <summary>
|
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/// Position of this avatar relative to the region the avatar is in
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/// Position of this avatar relative to the region the avatar is in
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|
@ -491,7 +491,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (ParentID == 0)
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if (ParentID == 0)
|
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{
|
{
|
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m_pos = value;
|
m_pos = value;
|
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ParentPosition = Vector3.Zero;
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// ParentPosition = Vector3.Zero;
|
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}
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}
|
||||||
|
|
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//m_log.DebugFormat(
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//m_log.DebugFormat(
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@ -857,11 +857,12 @@ namespace OpenSim.Region.Framework.Scenes
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part.ParentGroup.AddAvatar(UUID);
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part.ParentGroup.AddAvatar(UUID);
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if (part.SitTargetPosition != Vector3.Zero)
|
if (part.SitTargetPosition != Vector3.Zero)
|
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part.SitTargetAvatar = UUID;
|
part.SitTargetAvatar = UUID;
|
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ParentPosition = part.GetWorldPosition();
|
// ParentPosition = part.GetWorldPosition();
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ParentID = part.LocalId;
|
ParentID = part.LocalId;
|
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ParentPart = part;
|
ParentPart = part;
|
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m_pos = m_prevSitOffset;
|
m_pos = m_prevSitOffset;
|
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pos = ParentPosition;
|
// pos = ParentPosition;
|
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|
pos = part.GetWorldPosition();
|
||||||
}
|
}
|
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ParentUUID = UUID.Zero;
|
ParentUUID = UUID.Zero;
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||||||
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|
||||||
|
@ -1933,11 +1934,12 @@ namespace OpenSim.Region.Framework.Scenes
|
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part.SitTargetAvatar = UUID.Zero;
|
part.SitTargetAvatar = UUID.Zero;
|
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|
|
||||||
part.ParentGroup.DeleteAvatar(UUID);
|
part.ParentGroup.DeleteAvatar(UUID);
|
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ParentPosition = part.GetWorldPosition();
|
// ParentPosition = part.GetWorldPosition();
|
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ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
|
ControllingClient.SendClearFollowCamProperties(part.ParentUUID);
|
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|
||||||
m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
|
// m_pos += ParentPosition + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
|
||||||
ParentPosition = Vector3.Zero;
|
// ParentPosition = Vector3.Zero;
|
||||||
|
m_pos += part.GetWorldPosition() + new Vector3(0.0f, 0.0f, 2.0f * m_sitAvatarHeight);
|
||||||
|
|
||||||
ParentID = 0;
|
ParentID = 0;
|
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ParentPart = null;
|
ParentPart = null;
|
||||||
|
@ -2388,13 +2390,13 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
|
|
||||||
// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
|
// m_pos = sitTargetPos + SIT_TARGET_ADJUSTMENT - sitOffset;
|
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Rotation = sitTargetOrient;
|
Rotation = sitTargetOrient;
|
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ParentPosition = part.AbsolutePosition;
|
// ParentPosition = part.AbsolutePosition;
|
||||||
part.ParentGroup.AddAvatar(UUID);
|
part.ParentGroup.AddAvatar(UUID);
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
m_pos -= part.AbsolutePosition;
|
m_pos -= part.AbsolutePosition;
|
||||||
ParentPosition = part.AbsolutePosition;
|
// ParentPosition = part.AbsolutePosition;
|
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part.ParentGroup.AddAvatar(UUID);
|
part.ParentGroup.AddAvatar(UUID);
|
||||||
|
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
|
@ -3568,6 +3570,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
// m_reprioritizationTimer.Dispose();
|
// m_reprioritizationTimer.Dispose();
|
||||||
|
|
||||||
RemoveFromPhysicalScene();
|
RemoveFromPhysicalScene();
|
||||||
|
if(Animator != null)
|
||||||
Animator.Close();
|
Animator.Close();
|
||||||
Animator = null;
|
Animator = null;
|
||||||
}
|
}
|
||||||
|
|
|
@ -660,18 +660,24 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
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m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
|
|
||||||
double x,y,z,s;
|
double x,y,z,s;
|
||||||
|
v.x *= 0.5;
|
||||||
|
v.y *= 0.5;
|
||||||
|
v.z *= 0.5;
|
||||||
|
double c1 = Math.Cos(v.x);
|
||||||
|
double c2 = Math.Cos(v.y);
|
||||||
|
double c1c2 = c1 * c2;
|
||||||
|
double s1 = Math.Sin(v.x);
|
||||||
|
double s2 = Math.Sin(v.y);
|
||||||
|
double s1s2 = s1 * s2;
|
||||||
|
double c1s2 = c1 * s2;
|
||||||
|
double s1c2 = s1 * c2;
|
||||||
|
double c3 = Math.Cos(v.z);
|
||||||
|
double s3 = Math.Sin(v.z);
|
||||||
|
|
||||||
double c1 = Math.Cos(v.x * 0.5);
|
x = s1c2 * c3 + c1s2 * s3;
|
||||||
double c2 = Math.Cos(v.y * 0.5);
|
y = c1s2 * c3 - s1c2 * s3;
|
||||||
double c3 = Math.Cos(v.z * 0.5);
|
z = s1s2 * c3 + c1c2 * s3;
|
||||||
double s1 = Math.Sin(v.x * 0.5);
|
s = c1c2 * c3 - s1s2 * s3;
|
||||||
double s2 = Math.Sin(v.y * 0.5);
|
|
||||||
double s3 = Math.Sin(v.z * 0.5);
|
|
||||||
|
|
||||||
x = s1 * c2 * c3 + c1 * s2 * s3;
|
|
||||||
y = c1 * s2 * c3 - s1 * c2 * s3;
|
|
||||||
z = s1 * s2 * c3 + c1 * c2 * s3;
|
|
||||||
s = c1 * c2 * c3 - s1 * s2 * s3;
|
|
||||||
|
|
||||||
return new LSL_Rotation(x, y, z, s);
|
return new LSL_Rotation(x, y, z, s);
|
||||||
}
|
}
|
||||||
|
@ -1911,11 +1917,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
Primitive.TextureEntry tex = part.Shape.Textures;
|
Primitive.TextureEntry tex = part.Shape.Textures;
|
||||||
Color4 texcolor;
|
Color4 texcolor;
|
||||||
LSL_Vector rgb = new LSL_Vector();
|
LSL_Vector rgb = new LSL_Vector();
|
||||||
|
int nsides = GetNumberOfSides(part);
|
||||||
|
|
||||||
if (face == ScriptBaseClass.ALL_SIDES)
|
if (face == ScriptBaseClass.ALL_SIDES)
|
||||||
{
|
{
|
||||||
int i;
|
int i;
|
||||||
|
for (i = 0; i < nsides; i++)
|
||||||
for (i = 0 ; i < GetNumberOfSides(part); i++)
|
|
||||||
{
|
{
|
||||||
texcolor = tex.GetFace((uint)i).RGBA;
|
texcolor = tex.GetFace((uint)i).RGBA;
|
||||||
rgb.x += texcolor.R;
|
rgb.x += texcolor.R;
|
||||||
|
@ -1923,13 +1930,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
rgb.z += texcolor.B;
|
rgb.z += texcolor.B;
|
||||||
}
|
}
|
||||||
|
|
||||||
rgb.x /= (float)GetNumberOfSides(part);
|
float invnsides = 1.0f / (float)nsides;
|
||||||
rgb.y /= (float)GetNumberOfSides(part);
|
|
||||||
rgb.z /= (float)GetNumberOfSides(part);
|
rgb.x *= invnsides;
|
||||||
|
rgb.y *= invnsides;
|
||||||
|
rgb.z *= invnsides;
|
||||||
|
|
||||||
return rgb;
|
return rgb;
|
||||||
}
|
}
|
||||||
if (face >= 0 && face < GetNumberOfSides(part))
|
if (face >= 0 && face < nsides)
|
||||||
{
|
{
|
||||||
texcolor = tex.GetFace((uint)face).RGBA;
|
texcolor = tex.GetFace((uint)face).RGBA;
|
||||||
rgb.x = texcolor.R;
|
rgb.x = texcolor.R;
|
||||||
|
@ -2328,14 +2337,17 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
// (root prim). ParentID may be nonzero in attachments and
|
// (root prim). ParentID may be nonzero in attachments and
|
||||||
// using it would cause attachments and HUDs to rotate
|
// using it would cause attachments and HUDs to rotate
|
||||||
// to the wrong positions.
|
// to the wrong positions.
|
||||||
|
|
||||||
SetRot(m_host, Rot2Quaternion(rot));
|
SetRot(m_host, Rot2Quaternion(rot));
|
||||||
}
|
}
|
||||||
else
|
else
|
||||||
{
|
{
|
||||||
// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
|
// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
|
||||||
SceneObjectPart rootPart = m_host.ParentGroup.RootPart;
|
SceneObjectPart rootPart;
|
||||||
if (rootPart != null) // better safe than sorry
|
if (m_host.ParentGroup != null) // better safe than sorry
|
||||||
{
|
{
|
||||||
|
rootPart = m_host.ParentGroup.RootPart;
|
||||||
|
if (rootPart != null)
|
||||||
SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot));
|
SetRot(m_host, rootPart.RotationOffset * Rot2Quaternion(rot));
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -2346,6 +2358,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
public void llSetLocalRot(LSL_Rotation rot)
|
public void llSetLocalRot(LSL_Rotation rot)
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
|
|
||||||
SetRot(m_host, Rot2Quaternion(rot));
|
SetRot(m_host, Rot2Quaternion(rot));
|
||||||
ScriptSleep(200);
|
ScriptSleep(200);
|
||||||
}
|
}
|
||||||
|
@ -2355,25 +2368,43 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
|
if (part == null || part.ParentGroup == null || part.ParentGroup.IsDeleted)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
part.UpdateRotation(rot);
|
bool isroot = (part == part.ParentGroup.RootPart);
|
||||||
// Update rotation does not move the object in the physics scene if it's a linkset.
|
bool isphys;
|
||||||
|
|
||||||
//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type
|
|
||||||
// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
|
|
||||||
|
|
||||||
// So, after thinking about this for a bit, the issue with the part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition line
|
|
||||||
// is it isn't compatible with vehicles because it causes the vehicle body to have to be broken down and rebuilt
|
|
||||||
// It's perfectly okay when the object is not an active physical body though.
|
|
||||||
// So, part.ParentGroup.ResetChildPrimPhysicsPositions(); does the thing that Kitto is warning against
|
|
||||||
// but only if the object is not physial and active. This is important for rotating doors.
|
|
||||||
// without the absoluteposition = absoluteposition happening, the doors do not move in the physics
|
|
||||||
// scene
|
|
||||||
PhysicsActor pa = part.PhysActor;
|
PhysicsActor pa = part.PhysActor;
|
||||||
|
|
||||||
if (pa != null && !pa.IsPhysical && part == part.ParentGroup.RootPart)
|
// keep using physactor ideia of isphysical
|
||||||
|
// it should be SOP ideia of that
|
||||||
|
// not much of a issue with ubitODE
|
||||||
|
if (pa != null && pa.IsPhysical)
|
||||||
|
isphys = true;
|
||||||
|
else
|
||||||
|
isphys = false;
|
||||||
|
|
||||||
|
// SL doesn't let scripts rotate root of physical linksets
|
||||||
|
if (isroot && isphys)
|
||||||
|
return;
|
||||||
|
|
||||||
|
part.UpdateRotation(rot);
|
||||||
|
|
||||||
|
// Update rotation does not move the object in the physics engine if it's a non physical linkset
|
||||||
|
// so do a nasty update of parts positions if is a root part rotation
|
||||||
|
if (isroot && pa != null) // with if above implies non physical root part
|
||||||
{
|
{
|
||||||
part.ParentGroup.ResetChildPrimPhysicsPositions();
|
part.ParentGroup.ResetChildPrimPhysicsPositions();
|
||||||
}
|
}
|
||||||
|
else // fix sitting avatars. This is only needed bc of how we link avas to child parts, not root part
|
||||||
|
{
|
||||||
|
List<ScenePresence> sittingavas = part.ParentGroup.GetLinkedAvatars();
|
||||||
|
if (sittingavas.Count > 0)
|
||||||
|
{
|
||||||
|
foreach (ScenePresence av in sittingavas)
|
||||||
|
{
|
||||||
|
if (isroot || part.LocalId == av.ParentID)
|
||||||
|
av.SendTerseUpdateToAllClients();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
|
@ -2422,7 +2453,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
public LSL_Rotation llGetLocalRot()
|
public LSL_Rotation llGetLocalRot()
|
||||||
{
|
{
|
||||||
m_host.AddScriptLPS(1);
|
m_host.AddScriptLPS(1);
|
||||||
return new LSL_Rotation(m_host.RotationOffset.X, m_host.RotationOffset.Y, m_host.RotationOffset.Z, m_host.RotationOffset.W);
|
Quaternion rot = m_host.RotationOffset;
|
||||||
|
return new LSL_Rotation(rot.X, rot.Y, rot.Z, rot.W);
|
||||||
}
|
}
|
||||||
|
|
||||||
public void llSetForce(LSL_Vector force, int local)
|
public void llSetForce(LSL_Vector force, int local)
|
||||||
|
@ -7994,7 +8026,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
Quaternion srot = sitpart.RotationOffset;
|
Quaternion srot = sitpart.RotationOffset;
|
||||||
rot = Quaternion.Conjugate(srot) * rot; // removed sit part offset rotation
|
rot = Quaternion.Conjugate(srot) * rot; // removed sit part offset rotation
|
||||||
av.Rotation = rot;
|
av.Rotation = rot;
|
||||||
av.SendAvatarDataToAllAgents();
|
// av.SendAvatarDataToAllAgents();
|
||||||
|
av.SendTerseUpdateToAllClients();
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -8014,7 +8047,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
rot = Quaternion.Conjugate(srot) * rot; // remove sit part offset rotation
|
rot = Quaternion.Conjugate(srot) * rot; // remove sit part offset rotation
|
||||||
}
|
}
|
||||||
av.Rotation = rot;
|
av.Rotation = rot;
|
||||||
av.SendAvatarDataToAllAgents();
|
// av.SendAvatarDataToAllAgents();
|
||||||
|
av.SendTerseUpdateToAllClients();
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
|
||||||
|
@ -8109,7 +8143,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
{
|
{
|
||||||
positionChanged = false;
|
positionChanged = false;
|
||||||
av.OffsetPosition = finalPos;
|
av.OffsetPosition = finalPos;
|
||||||
av.SendAvatarDataToAllAgents();
|
// av.SendAvatarDataToAllAgents();
|
||||||
|
av.SendTerseUpdateToAllClients();
|
||||||
}
|
}
|
||||||
|
|
||||||
LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
|
LSL_Integer new_linknumber = rules.GetLSLIntegerItem(idx++);
|
||||||
|
@ -8125,7 +8160,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
if (positionChanged)
|
if (positionChanged)
|
||||||
{
|
{
|
||||||
av.OffsetPosition = finalPos;
|
av.OffsetPosition = finalPos;
|
||||||
av.SendAvatarDataToAllAgents();
|
// av.SendAvatarDataToAllAgents();
|
||||||
|
av.SendTerseUpdateToAllClients();
|
||||||
positionChanged = false;
|
positionChanged = false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -8534,6 +8570,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
|
case (int)ScriptBaseClass.PRIM_ROT_LOCAL:
|
||||||
if (remain < 1)
|
if (remain < 1)
|
||||||
return;
|
return;
|
||||||
|
|
||||||
LSL_Rotation lr = rules.GetQuaternionItem(idx++);
|
LSL_Rotation lr = rules.GetQuaternionItem(idx++);
|
||||||
SetRot(part, Rot2Quaternion(lr));
|
SetRot(part, Rot2Quaternion(lr));
|
||||||
break;
|
break;
|
||||||
|
@ -12577,7 +12614,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
|
||||||
bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
|
bool checkPhysical = !((rejectTypes & ScriptBaseClass.RC_REJECT_PHYSICAL) == ScriptBaseClass.RC_REJECT_PHYSICAL);
|
||||||
|
|
||||||
|
|
||||||
if (false)// World.SuportsRayCastFiltered())
|
if (World.SuportsRayCastFiltered())
|
||||||
{
|
{
|
||||||
if (dist == 0)
|
if (dist == 0)
|
||||||
return list;
|
return list;
|
||||||
|
|
Loading…
Reference in New Issue