Merge branch 'master' into xassetservice
commit
7113b44bdd
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@ -262,7 +262,7 @@ namespace OpenSim.Region.ClientStack.Linden
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{
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try
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{
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m_log.Debug("[CAPS]: ScriptTaskInventory Request in region: " + m_regionName);
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// m_log.Debug("[CAPS]: ScriptTaskInventory Request in region: " + m_regionName);
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//m_log.DebugFormat("[CAPS]: request: {0}, path: {1}, param: {2}", request, path, param);
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Hashtable hash = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request));
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@ -4156,16 +4156,11 @@ namespace OpenSim.Region.Framework.Scenes
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public bool PipeEventsForScript(uint localID)
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{
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SceneObjectPart part = GetSceneObjectPart(localID);
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if (part != null)
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{
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// Changed so that child prims of attachments return ScriptDanger for their parent, so that
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// their scripts will actually run.
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// -- Leaf, Tue Aug 12 14:17:05 EDT 2008
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SceneObjectPart parent = part.ParentGroup.RootPart;
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if (part.ParentGroup.IsAttachment)
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return ScriptDanger(parent, parent.GetWorldPosition());
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else
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return ScriptDanger(part, part.GetWorldPosition());
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return ScriptDanger(parent, parent.GetWorldPosition());
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}
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else
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{
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@ -341,8 +341,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// <summary>
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/// Position of agent's camera in world (region cordinates)
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/// </summary>
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protected Vector3 m_lastCameraPosition;
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protected Vector3 m_lastCameraPosition;
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public Vector3 CameraPosition { get; set; }
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public Quaternion CameraRotation
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@ -352,9 +352,9 @@ namespace OpenSim.Region.Framework.Scenes
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// Use these three vectors to figure out what the agent is looking at
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// Convert it to a Matrix and/or Quaternion
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//
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public Vector3 CameraAtAxis { get; set; }
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public Vector3 CameraLeftAxis { get; set; }
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//
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public Vector3 CameraAtAxis { get; set; }
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public Vector3 CameraLeftAxis { get; set; }
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public Vector3 CameraUpAxis { get; set; }
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public Vector3 Lookat
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@ -371,14 +371,14 @@ namespace OpenSim.Region.Framework.Scenes
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}
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#endregion
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public string Firstname { get; private set; }
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public string Lastname { get; private set; }
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public string Firstname { get; private set; }
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public string Lastname { get; private set; }
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public string Grouptitle { get; set; }
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// Agent's Draw distance.
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public float DrawDistance { get; set; }
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// Agent's Draw distance.
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public float DrawDistance { get; set; }
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public bool AllowMovement { get; set; }
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private bool m_setAlwaysRun;
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@ -404,8 +404,8 @@ namespace OpenSim.Region.Framework.Scenes
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PhysicsActor.SetAlwaysRun = value;
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}
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}
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}
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}
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public byte State { get; set; }
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private AgentManager.ControlFlags m_AgentControlFlags;
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@ -414,15 +414,15 @@ namespace OpenSim.Region.Framework.Scenes
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{
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get { return (uint)m_AgentControlFlags; }
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set { m_AgentControlFlags = (AgentManager.ControlFlags)value; }
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}
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}
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public IClientAPI ControllingClient { get; set; }
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public IClientCore ClientView
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{
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{
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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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/// <summary>
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@ -683,7 +683,7 @@ namespace OpenSim.Region.Framework.Scenes
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IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type)
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{
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AttachmentsSyncLock = new Object();
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AllowMovement = true;
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IsChildAgent = true;
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m_sendCourseLocationsMethod = SendCoarseLocationsDefault;
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Animator = new ScenePresenceAnimator(this);
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@ -761,17 +761,17 @@ namespace OpenSim.Region.Framework.Scenes
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private Vector3[] GetWalkDirectionVectors()
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{
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Vector3[] vector = new Vector3[11];
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vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
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Vector3[] vector = new Vector3[11];
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vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD
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vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK
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vector[2] = Vector3.UnitY; //LEFT
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vector[3] = -Vector3.UnitY; //RIGHT
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vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP
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vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN
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vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE
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vector[3] = -Vector3.UnitY; //RIGHT
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vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP
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vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN
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vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE
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vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE
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vector[8] = Vector3.UnitY; //LEFT_NUDGE
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vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
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vector[9] = -Vector3.UnitY; //RIGHT_NUDGE
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vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE
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return vector;
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}
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@ -1279,8 +1279,8 @@ namespace OpenSim.Region.Framework.Scenes
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DrawDistance = Scene.DefaultDrawDistance;
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// Check if Client has camera in 'follow cam' or 'build' mode.
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Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
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Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation);
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m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f)
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&& (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false;
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@ -3013,7 +3013,7 @@ namespace OpenSim.Region.Framework.Scenes
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cAgent.Velocity = m_velocity;
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cAgent.Center = CameraPosition;
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cAgent.AtAxis = CameraAtAxis;
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cAgent.LeftAxis = CameraLeftAxis;
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cAgent.LeftAxis = CameraLeftAxis;
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cAgent.UpAxis = CameraUpAxis;
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cAgent.Far = DrawDistance;
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@ -3099,7 +3099,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_velocity = cAgent.Velocity;
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CameraPosition = cAgent.Center;
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CameraAtAxis = cAgent.AtAxis;
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CameraLeftAxis = cAgent.LeftAxis;
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CameraLeftAxis = cAgent.LeftAxis;
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CameraUpAxis = cAgent.UpAxis;
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// When we get to the point of re-computing neighbors everytime this
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@ -65,8 +65,7 @@ namespace OpenSim.Region.Framework.Tests
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// Create an object embedded inside the first
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UUID taskSceneObjectItemId = UUID.Parse("00000000-0000-0000-0000-100000000000");
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TaskInventoryItem taskSceneObjectItem
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= TaskInventoryHelpers.AddSceneObject(scene, sop1, "tso", taskSceneObjectItemId, user1.PrincipalID);
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TaskInventoryHelpers.AddSceneObject(scene, sop1, "tso", taskSceneObjectItemId, user1.PrincipalID);
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TaskInventoryItem addedItem = sop1.Inventory.GetInventoryItem(taskSceneObjectItemId);
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Assert.That(addedItem.ItemID, Is.EqualTo(taskSceneObjectItemId));
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