diff --git a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs index be699db97f..35cb575c2f 100644 --- a/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs +++ b/OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs @@ -262,7 +262,7 @@ namespace OpenSim.Region.ClientStack.Linden { try { - m_log.Debug("[CAPS]: ScriptTaskInventory Request in region: " + m_regionName); +// m_log.Debug("[CAPS]: ScriptTaskInventory Request in region: " + m_regionName); //m_log.DebugFormat("[CAPS]: request: {0}, path: {1}, param: {2}", request, path, param); Hashtable hash = (Hashtable)LLSD.LLSDDeserialize(Utils.StringToBytes(request)); diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 9bca654d12..a01b851914 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs @@ -4156,16 +4156,11 @@ namespace OpenSim.Region.Framework.Scenes public bool PipeEventsForScript(uint localID) { SceneObjectPart part = GetSceneObjectPart(localID); + if (part != null) { - // Changed so that child prims of attachments return ScriptDanger for their parent, so that - // their scripts will actually run. - // -- Leaf, Tue Aug 12 14:17:05 EDT 2008 SceneObjectPart parent = part.ParentGroup.RootPart; - if (part.ParentGroup.IsAttachment) - return ScriptDanger(parent, parent.GetWorldPosition()); - else - return ScriptDanger(part, part.GetWorldPosition()); + return ScriptDanger(parent, parent.GetWorldPosition()); } else { diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index e982bfe7c2..ec6bb89684 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -341,8 +341,8 @@ namespace OpenSim.Region.Framework.Scenes /// /// Position of agent's camera in world (region cordinates) /// - protected Vector3 m_lastCameraPosition; - + protected Vector3 m_lastCameraPosition; + public Vector3 CameraPosition { get; set; } public Quaternion CameraRotation @@ -352,9 +352,9 @@ namespace OpenSim.Region.Framework.Scenes // Use these three vectors to figure out what the agent is looking at // Convert it to a Matrix and/or Quaternion - // - public Vector3 CameraAtAxis { get; set; } - public Vector3 CameraLeftAxis { get; set; } + // + public Vector3 CameraAtAxis { get; set; } + public Vector3 CameraLeftAxis { get; set; } public Vector3 CameraUpAxis { get; set; } public Vector3 Lookat @@ -371,14 +371,14 @@ namespace OpenSim.Region.Framework.Scenes } #endregion - public string Firstname { get; private set; } - public string Lastname { get; private set; } - + public string Firstname { get; private set; } + public string Lastname { get; private set; } + public string Grouptitle { get; set; } - // Agent's Draw distance. - public float DrawDistance { get; set; } - + // Agent's Draw distance. + public float DrawDistance { get; set; } + public bool AllowMovement { get; set; } private bool m_setAlwaysRun; @@ -404,8 +404,8 @@ namespace OpenSim.Region.Framework.Scenes PhysicsActor.SetAlwaysRun = value; } } - } - + } + public byte State { get; set; } private AgentManager.ControlFlags m_AgentControlFlags; @@ -414,15 +414,15 @@ namespace OpenSim.Region.Framework.Scenes { get { return (uint)m_AgentControlFlags; } set { m_AgentControlFlags = (AgentManager.ControlFlags)value; } - } - + } + public IClientAPI ControllingClient { get; set; } public IClientCore ClientView - { + { get { return (IClientCore)ControllingClient; } - } - + } + public Vector3 ParentPosition { get; set; } /// @@ -683,7 +683,7 @@ namespace OpenSim.Region.Framework.Scenes IClientAPI client, Scene world, AvatarAppearance appearance, PresenceType type) { AttachmentsSyncLock = new Object(); - + AllowMovement = true; IsChildAgent = true; m_sendCourseLocationsMethod = SendCoarseLocationsDefault; Animator = new ScenePresenceAnimator(this); @@ -761,17 +761,17 @@ namespace OpenSim.Region.Framework.Scenes private Vector3[] GetWalkDirectionVectors() { - Vector3[] vector = new Vector3[11]; - vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD + Vector3[] vector = new Vector3[11]; + vector[0] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD vector[1] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK vector[2] = Vector3.UnitY; //LEFT - vector[3] = -Vector3.UnitY; //RIGHT - vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP - vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN - vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE + vector[3] = -Vector3.UnitY; //RIGHT + vector[4] = new Vector3(CameraAtAxis.Z, 0f, CameraUpAxis.Z); //UP + vector[5] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN + vector[6] = new Vector3(CameraUpAxis.Z, 0f, -CameraAtAxis.Z); //FORWARD_NUDGE vector[7] = new Vector3(-CameraUpAxis.Z, 0f, CameraAtAxis.Z); //BACK_NUDGE vector[8] = Vector3.UnitY; //LEFT_NUDGE - vector[9] = -Vector3.UnitY; //RIGHT_NUDGE + vector[9] = -Vector3.UnitY; //RIGHT_NUDGE vector[10] = new Vector3(-CameraAtAxis.Z, 0f, -CameraUpAxis.Z); //DOWN_NUDGE return vector; } @@ -1279,8 +1279,8 @@ namespace OpenSim.Region.Framework.Scenes DrawDistance = Scene.DefaultDrawDistance; // Check if Client has camera in 'follow cam' or 'build' mode. - Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); - + Vector3 camdif = (Vector3.One * Rotation - Vector3.One * CameraRotation); + m_followCamAuto = ((CameraUpAxis.Z > 0.959f && CameraUpAxis.Z < 0.98f) && (Math.Abs(camdif.X) < 0.4f && Math.Abs(camdif.Y) < 0.4f)) ? true : false; @@ -3013,7 +3013,7 @@ namespace OpenSim.Region.Framework.Scenes cAgent.Velocity = m_velocity; cAgent.Center = CameraPosition; cAgent.AtAxis = CameraAtAxis; - cAgent.LeftAxis = CameraLeftAxis; + cAgent.LeftAxis = CameraLeftAxis; cAgent.UpAxis = CameraUpAxis; cAgent.Far = DrawDistance; @@ -3099,7 +3099,7 @@ namespace OpenSim.Region.Framework.Scenes m_velocity = cAgent.Velocity; CameraPosition = cAgent.Center; CameraAtAxis = cAgent.AtAxis; - CameraLeftAxis = cAgent.LeftAxis; + CameraLeftAxis = cAgent.LeftAxis; CameraUpAxis = cAgent.UpAxis; // When we get to the point of re-computing neighbors everytime this diff --git a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs index e4b607daaf..e16903c47c 100644 --- a/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs +++ b/OpenSim/Region/Framework/Scenes/Tests/TaskInventoryTests.cs @@ -65,8 +65,7 @@ namespace OpenSim.Region.Framework.Tests // Create an object embedded inside the first UUID taskSceneObjectItemId = UUID.Parse("00000000-0000-0000-0000-100000000000"); - TaskInventoryItem taskSceneObjectItem - = TaskInventoryHelpers.AddSceneObject(scene, sop1, "tso", taskSceneObjectItemId, user1.PrincipalID); + TaskInventoryHelpers.AddSceneObject(scene, sop1, "tso", taskSceneObjectItemId, user1.PrincipalID); TaskInventoryItem addedItem = sop1.Inventory.GetInventoryItem(taskSceneObjectItemId); Assert.That(addedItem.ItemID, Is.EqualTo(taskSceneObjectItemId));