Merge branch 'master' of git://opensimulator.org/git/opensim

remove-scene-viewer
Dan Lake 2011-11-10 17:21:49 -08:00
commit 7432ca6daf
3 changed files with 35 additions and 10 deletions

View File

@ -180,12 +180,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG); bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS); bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG); bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
//bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT; bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
//bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT; bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS; bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG; bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
//bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY; //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
//bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK; //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown)
{
heldTurnLeft = false;
heldTurnRight = false;
}
// Direction in which the avatar is trying to move // Direction in which the avatar is trying to move
Vector3 move = Vector3.Zero; Vector3 move = Vector3.Zero;
@ -363,10 +368,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// Not walking // Not walking
if (move.Z < 0) if (move.Z < 0)
return "CROUCH"; return "CROUCH";
// else if (heldTurnLeft) else if (heldTurnLeft)
// return "TURNLEFT"; return "TURNLEFT";
// else if (heldTurnRight) else if (heldTurnRight)
// return "TURNRIGHT"; return "TURNRIGHT";
else else
return "STAND"; return "STAND";
} }

View File

@ -1661,6 +1661,13 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="childPrims"></param> /// <param name="childPrims"></param>
protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
{ {
SceneObjectGroup parentGroup = root.ParentGroup;
if (parentGroup == null) return;
// Cowardly refuse to link to a group owned root
if (parentGroup.OwnerID == parentGroup.GroupID)
return;
Monitor.Enter(m_updateLock); Monitor.Enter(m_updateLock);
try try
{ {
@ -1683,11 +1690,14 @@ namespace OpenSim.Region.Framework.Scenes
foreach (SceneObjectGroup child in childGroups) foreach (SceneObjectGroup child in childGroups)
{ {
parentGroup.LinkToGroup(child); if (parentGroup.OwnerID == child.OwnerID)
{
parentGroup.LinkToGroup(child);
// this is here so physics gets updated! // this is here so physics gets updated!
// Don't remove! Bad juju! Stay away! or fix physics! // Don't remove! Bad juju! Stay away! or fix physics!
child.AbsolutePosition = child.AbsolutePosition; child.AbsolutePosition = child.AbsolutePosition;
}
} }
// We need to explicitly resend the newly link prim's object properties since no other actions // We need to explicitly resend the newly link prim's object properties since no other actions
@ -1725,9 +1735,14 @@ namespace OpenSim.Region.Framework.Scenes
if (part.ParentGroup.PrimCount != 1) // Skip single if (part.ParentGroup.PrimCount != 1) // Skip single
{ {
if (part.LinkNum < 2) // Root if (part.LinkNum < 2) // Root
{
rootParts.Add(part); rootParts.Add(part);
}
else else
{
part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
childParts.Add(part); childParts.Add(part);
}
SceneObjectGroup group = part.ParentGroup; SceneObjectGroup group = part.ParentGroup;
if (!affectedGroups.Contains(group)) if (!affectedGroups.Contains(group))

View File

@ -1387,6 +1387,11 @@ namespace OpenSim.Region.Framework.Scenes
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0) if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
m_updateCount = UPDATE_COUNT; m_updateCount = UPDATE_COUNT;
// Make turning in place work
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 ||
(flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
m_updateCount = UPDATE_COUNT;
if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
{ {
StandUp(); StandUp();