Merge branch 'master' into careminster
commit
4bf2e19898
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@ -61,11 +61,12 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public bool m_jumping = false;
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public float m_jumpVelocity = 0f;
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// private int m_landing = 0;
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public bool Falling
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{
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get { return m_falling; }
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}
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private bool m_falling = false;
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/// <summary>
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/// Is the avatar falling?
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/// </summary>
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public bool Falling { get; private set; }
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private float m_fallHeight;
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/// <value>
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@ -223,7 +224,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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m_animTickFall = 0;
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m_animTickJump = 0;
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m_jumping = false;
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m_falling = true;
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Falling = false;
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m_jumpVelocity = 0f;
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actor.Selected = false;
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m_fallHeight = actor.Position.Z; // save latest flying height
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@ -239,9 +240,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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else if (move.Z < 0f)
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{
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if (actor != null && actor.IsColliding)
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{
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return "LAND";
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}
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else
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return "HOVER_DOWN";
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}
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@ -260,7 +259,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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float fallElapsed = (float)(Environment.TickCount - m_animTickFall);
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float fallVelocity = (actor != null) ? actor.Velocity.Z : 0.0f;
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if (!m_jumping && (fallVelocity < -3.0f) ) m_falling = true;
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if (!m_jumping && (fallVelocity < -3.0f))
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Falling = true;
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if (m_animTickFall == 0 || (fallVelocity >= 0.0f))
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{
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@ -290,7 +290,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// Start jumping, prejump
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m_animTickFall = 0;
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m_jumping = true;
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m_falling = false;
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Falling = false;
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actor.Selected = true; // borrowed for jumping flag
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m_animTickJump = Environment.TickCount;
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m_jumpVelocity = 0.35f;
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@ -303,7 +303,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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{
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// end jumping
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m_jumping = false;
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m_falling = false;
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Falling = false;
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actor.Selected = false; // borrowed for jumping flag
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m_jumpVelocity = 0f;
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m_animTickFall = Environment.TickCount;
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@ -330,7 +330,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (CurrentMovementAnimation == "FALLDOWN")
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{
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m_falling = false;
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Falling = false;
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m_animTickFall = Environment.TickCount;
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// TODO: SOFT_LAND support
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float fallHeight = m_fallHeight - actor.Position.Z;
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@ -364,7 +364,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (move.X != 0f || move.Y != 0f)
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{
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m_fallHeight = actor.Position.Z; // save latest flying height
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m_falling = false;
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Falling = false;
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// Walking / crouchwalking / running
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if (move.Z < 0f)
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return "CROUCHWALK";
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@ -375,7 +375,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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}
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else if (!m_jumping)
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{
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m_falling = false;
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Falling = false;
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// Not walking
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if (move.Z < 0)
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return "CROUCH";
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@ -388,7 +388,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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}
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#endregion Ground Movement
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m_falling = false;
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Falling = false;
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return CurrentMovementAnimation;
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}
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@ -1282,8 +1282,8 @@ namespace OpenSim.Region.Framework.Scenes
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public void HandleAgentUpdate(IClientAPI remoteClient, AgentUpdateArgs agentData)
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: In {0} received agent update from {1}",
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// Scene.RegionInfo.RegionName, remoteClient.Name);
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// "[SCENE PRESENCE]: In {0} received agent update from {1}, flags {2}",
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// Scene.RegionInfo.RegionName, remoteClient.Name, agentData.ControlFlags);
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if (IsChildAgent)
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{
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@ -2323,6 +2323,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="vec">The vector in which to move. This is relative to the rotation argument</param>
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public void AddNewMovement(Vector3 vec)
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: Adding new movement {0} for {1}", vec, Name);
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Vector3 direc = vec * Rotation;
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direc.Normalize();
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@ -2094,7 +2094,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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public LSL_Key osNpcCreate(string firstname, string lastname, LSL_Vector position, string notecard)
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{
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CheckThreatLevel(ThreatLevel.High, "osNpcCreated");
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CheckThreatLevel(ThreatLevel.High, "osNpcCreate");
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return NpcCreate(firstname, lastname, position, notecard, false);
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}
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@ -66,7 +66,7 @@ namespace OpenSim.Services.Connectors
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m_ServerURI = m_ServerURI.TrimEnd('/') + "/helo/";
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}
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}
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catch (UriFormatException e)
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catch (UriFormatException)
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{
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m_log.WarnFormat("[HELO SERVICE]: Malformed URL {0}", serverURI);
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}
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