Revert "*TO TEST/REVIEW* added current default animation in animationSet.cs to/fromArray in array element 0. This may cause compatibilities issues, but think this information is needed for proper crossings. OSG regions did survived tps in/out with this. ALso added velocity in crossings cases, for now detected by Teleport flag equal to Default (0);"
This reverts commit 12c9916193
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avinationmerge
parent
12c9916193
commit
88c4c7283f
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@ -168,11 +168,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public OpenSim.Framework.Animation[] ToArray()
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{
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OpenSim.Framework.Animation[] theArray = new OpenSim.Framework.Animation[m_animations.Count + 1];
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OpenSim.Framework.Animation[] theArray = new OpenSim.Framework.Animation[m_animations.Count];
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uint i = 0;
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try
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{
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theArray[i++] = m_defaultAnimation;
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foreach (OpenSim.Framework.Animation anim in m_animations)
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theArray[i++] = anim;
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}
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@ -185,14 +184,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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public void FromArray(OpenSim.Framework.Animation[] theArray)
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{
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// foreach (OpenSim.Framework.Animation anim in theArray)
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// m_animations.Add(anim);
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if (theArray.Length > 0)
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{
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m_defaultAnimation = theArray[0];
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for (int i = 1; i < theArray.Length; i++)
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m_animations.Add(theArray[i]);
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}
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foreach (OpenSim.Framework.Animation anim in theArray)
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m_animations.Add(anim);
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}
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}
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}
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@ -866,7 +866,7 @@ namespace OpenSim.Region.Framework.Scenes
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IsChildAgent = false;
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// Animator.TryFixMovementAnimation("SIT");
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Animator.TrySetMovementAnimation("SIT");
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}
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else
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{
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@ -929,14 +929,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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AbsolutePosition = pos;
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if (m_teleportFlags == TeleportFlags.Default)
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{
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Vector3 vel = Velocity;
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AddToPhysicalScene(isFlying);
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if (PhysicsActor != null)
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PhysicsActor.SetMomentum(vel);
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}
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else
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AddToPhysicalScene(isFlying);
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if (ForceFly)
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@ -951,8 +943,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Don't send an animation pack here, since on a region crossing this will sometimes cause a flying
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// avatar to return to the standing position in mid-air. On login it looks like this is being sent
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// elsewhere anyway
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// Animator.SendAnimPack();
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// Animator.SendAnimPack();
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m_scene.SwapRootAgentCount(false);
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@ -989,7 +980,6 @@ namespace OpenSim.Region.Framework.Scenes
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// If we don't reset the movement flag here, an avatar that crosses to a neighbouring sim and returns will
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// stall on the border crossing since the existing child agent will still have the last movement
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// recorded, which stops the input from being processed.
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MovementFlag = 0;
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m_scene.EventManager.TriggerOnMakeRootAgent(this);
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@ -1030,8 +1020,6 @@ namespace OpenSim.Region.Framework.Scenes
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// as teleporting back
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TeleportFlags = TeleportFlags.Default;
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MovementFlag = 0;
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// It looks like Animator is set to null somewhere, and MakeChild
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// is called after that. Probably in aborted teleports.
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if (Animator == null)
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@ -1039,7 +1027,6 @@ namespace OpenSim.Region.Framework.Scenes
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else
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Animator.ResetAnimations();
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Downgrading root agent {0}, {1} to a child agent in {2}",
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// Name, UUID, m_scene.RegionInfo.RegionName);
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@ -1066,9 +1053,9 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// PhysicsActor.OnRequestTerseUpdate -= SendTerseUpdateToAllClients;
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PhysicsActor.OnOutOfBounds -= OutOfBoundsCall;
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PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
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PhysicsActor.UnSubscribeEvents();
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m_scene.PhysicsScene.RemoveAvatar(PhysicsActor);
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PhysicsActor.UnSubscribeEvents();
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PhysicsActor.OnCollisionUpdate -= PhysicsCollisionUpdate;
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PhysicsActor = null;
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}
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// else
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