* Remove the TransferRequest and hip debugging console output that crept in recently
parent
c41903077d
commit
558704be8b
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@ -286,7 +286,7 @@ namespace OpenSim.Framework
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+ 0.07f * (float)m_visualparams[78] / 255.0f // Shoe platform height
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+ 0.07f * (float)m_visualparams[78] / 255.0f // Shoe platform height
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+ 0.3836f * (float)m_visualparams[125] / 255.0f // Leg length
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+ 0.3836f * (float)m_visualparams[125] / 255.0f // Leg length
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- m_avatarHeight / 2) * 0.3f - 0.04f;
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- m_avatarHeight / 2) * 0.3f - 0.04f;
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System.Console.WriteLine("Height {0} Hip offset {1}", m_avatarHeight, m_hipOffset);
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//System.Console.WriteLine("Height {0} Hip offset {1}", m_avatarHeight, m_hipOffset);
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}
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}
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public virtual void SetWearable(int wearableId, AvatarWearable wearable)
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public virtual void SetWearable(int wearableId, AvatarWearable wearable)
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@ -4946,7 +4946,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//Console.WriteLine("ClientView.ProcessPackets.cs:ProcessInPacket() - Got transfer request");
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//Console.WriteLine("ClientView.ProcessPackets.cs:ProcessInPacket() - Got transfer request");
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TransferRequestPacket transfer = (TransferRequestPacket)Pack;
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TransferRequestPacket transfer = (TransferRequestPacket)Pack;
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Console.WriteLine("Transfer Request: " + transfer.ToString());
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//Console.WriteLine("Transfer Request: " + transfer.ToString());
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// Validate inventory transfers
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// Validate inventory transfers
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// Has to be done here, because AssetCache can't do it
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// Has to be done here, because AssetCache can't do it
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//
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//
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@ -1438,7 +1438,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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part.Shape.FlexiForceY = (float)Force.y;
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part.Shape.FlexiForceY = (float)Force.y;
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part.Shape.FlexiForceZ = (float)Force.z;
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part.Shape.FlexiForceZ = (float)Force.z;
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part.Shape.PathCurve = 0x80;
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part.Shape.PathCurve = 0x80;
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}
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}
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part.ParentGroup.HasGroupChanged = true;
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part.ParentGroup.HasGroupChanged = true;
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@ -1447,9 +1446,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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/// <summary>
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/// <summary>
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/// Set a light point on a part
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/// Set a light point on a part
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///
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/// FIXME: Much of this code should probably be in SceneObjectGroup
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/// </summary>
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/// </summary>
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/// FIXME: Much of this code should probably be in SceneObjectGroup
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///
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/// <param name="part"></param>
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/// <param name="part"></param>
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/// <param name="light"></param>
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/// <param name="light"></param>
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/// <param name="color"></param>
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/// <param name="color"></param>
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