zero out SP velocity before calling SP.Teleport(), as the client expects (though this is also effectively done by physics at the moment)
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b3307850ab
commit
675c208c7e
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@ -210,6 +210,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
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sp.ControllingClient.SendTeleportStart(teleportFlags);
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sp.ControllingClient.SendTeleportStart(teleportFlags);
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sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
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sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags);
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sp.Velocity = Vector3.Zero;
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sp.Teleport(position);
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sp.Teleport(position);
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foreach (SceneObjectGroup grp in sp.GetAttachments())
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foreach (SceneObjectGroup grp in sp.GetAttachments())
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