Move physics actor creation to after SetHeight to try and prevent
bowlegginess. Didn't work but is better this way anyway.viewer-2-initial-appearance
parent
e98d8d500f
commit
623cee1ffc
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@ -858,17 +858,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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AbsolutePosition = pos;
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AbsolutePosition = pos;
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AddToPhysicalScene(isFlying);
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if (m_forceFly)
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{
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m_physicsActor.Flying = true;
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}
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else if (m_flyDisabled)
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{
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m_physicsActor.Flying = false;
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}
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if (m_appearance != null)
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if (m_appearance != null)
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{
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{
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if (m_appearance.AvatarHeight > 0)
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if (m_appearance.AvatarHeight > 0)
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@ -881,6 +870,17 @@ namespace OpenSim.Region.Framework.Scenes
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m_appearance = new AvatarAppearance(UUID);
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m_appearance = new AvatarAppearance(UUID);
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}
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}
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AddToPhysicalScene(isFlying);
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if (m_forceFly)
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{
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m_physicsActor.Flying = true;
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}
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else if (m_flyDisabled)
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{
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m_physicsActor.Flying = false;
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}
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// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
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// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
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// avatar to return to the standing position in mid-air. On login it looks like this is being sent
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// avatar to return to the standing position in mid-air. On login it looks like this is being sent
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// elsewhere anyway
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// elsewhere anyway
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