Fix regression where sitting on ground stopped working.
This was due to the PhysicsActor no longer being recreated on stand from ground.link-sitting
parent
f9193e3c51
commit
868c0c2746
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@ -2174,11 +2174,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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{
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// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
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// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
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bool satOnObject = IsSatOnObject;
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SceneObjectPart part = ParentPart;
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SitGround = false;
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SitGround = false;
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if (ParentID != 0)
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if (satOnObject)
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{
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{
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SceneObjectPart part = ParentPart;
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TaskInventoryDictionary taskIDict = part.TaskInventory;
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TaskInventoryDictionary taskIDict = part.TaskInventory;
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if (taskIDict != null)
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if (taskIDict != null)
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{
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{
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@ -2238,18 +2239,20 @@ namespace OpenSim.Region.Framework.Scenes
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Rotation = standRotation;
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Rotation = standRotation;
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AbsolutePosition = standPos;
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AbsolutePosition = standPos;
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ParentPosition = Vector3.Zero;
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ParentPosition = Vector3.Zero;
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}
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// We need to wait until we have calculated proper stand positions before sitting up the physical
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// We need to wait until we have calculated proper stand positions before sitting up the physical
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// avatar to avoid race conditions.
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// avatar to avoid race conditions.
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if (PhysicsActor == null)
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if (PhysicsActor == null)
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AddToPhysicalScene(false);
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AddToPhysicalScene(false);
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if (satOnObject)
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{
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SendAvatarDataToAllAgents();
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SendAvatarDataToAllAgents();
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m_requestedSitTargetID = 0;
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m_requestedSitTargetID = 0;
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part.RemoveSittingAvatar(UUID);
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part.RemoveSittingAvatar(UUID);
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if (part != null)
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part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
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part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
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}
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}
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