Merge branch 'master' of ssh://opensimulator.org/var/git/opensim
						commit
						9041f4a056
					
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			@ -130,6 +130,7 @@ public class BSActorAvatarMove : BSActor
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            SetVelocityAndTarget(m_controllingPrim.RawVelocity, m_controllingPrim.TargetVelocity, true /* inTaintTime */);
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            m_physicsScene.BeforeStep += Mover;
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            m_controllingPrim.OnPreUpdateProperty += Process_OnPreUpdateProperty;
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            m_walkingUpStairs = 0;
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        }
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			@ -139,6 +140,7 @@ public class BSActorAvatarMove : BSActor
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    {
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        if (m_velocityMotor != null)
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        {
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            m_controllingPrim.OnPreUpdateProperty -= Process_OnPreUpdateProperty;
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            m_physicsScene.BeforeStep -= Mover;
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            m_velocityMotor = null;
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        }
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			@ -197,7 +199,7 @@ public class BSActorAvatarMove : BSActor
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            {
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                if (m_controllingPrim.Flying)
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                {
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                    // Flying and not collising and velocity nearly zero.
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                    // Flying and not colliding and velocity nearly zero.
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                    m_controllingPrim.ZeroMotion(true /* inTaintTime */);
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                }
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            }
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			@ -266,6 +268,19 @@ public class BSActorAvatarMove : BSActor
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        }
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    }
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    // Called just as the property update is received from the physics engine.
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    // Do any mode necessary for avatar movement.
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    private void Process_OnPreUpdateProperty(ref EntityProperties entprop)
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    {
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        // Don't change position if standing on a stationary object.
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        if (m_controllingPrim.IsStationary)
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        {
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            entprop.Position = m_controllingPrim.RawPosition;
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            m_physicsScene.PE.SetTranslation(m_controllingPrim.PhysBody, entprop.Position, entprop.Rotation);
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        }
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    }
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    // Decide if the character is colliding with a low object and compute a force to pop the
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    //    avatar up so it can walk up and over the low objects.
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    private OMV.Vector3 WalkUpStairs()
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			@ -709,10 +709,10 @@ public sealed class BSCharacter : BSPhysObject
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    // the world that things have changed.
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    public override void UpdateProperties(EntityProperties entprop)
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    {
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        // Don't change position if standing on a stationary object.
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        if (!IsStationary)
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            RawPosition = entprop.Position;
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        // Let anyone (like the actors) modify the updated properties before they are pushed into the object and the simulator.
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        TriggerPreUpdatePropertyAction(ref entprop);
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        RawPosition = entprop.Position;
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        RawOrientation = entprop.Rotation;
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        // Smooth velocity. OpenSimulator is VERY sensitive to changes in velocity of the avatar
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			@ -740,7 +740,7 @@ public sealed class BSCharacter : BSPhysObject
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        // Linkset.UpdateProperties(UpdatedProperties.EntPropUpdates, this);
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        // Avatars don't report their changes the usual way. Changes are checked for in the heartbeat loop.
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        // base.RequestPhysicsterseUpdate();
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        // PhysScene.PostUpdate(this);
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        DetailLog("{0},BSCharacter.UpdateProperties,call,pos={1},orient={2},vel={3},accel={4},rotVel={5}",
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                LocalID, RawPosition, RawOrientation, RawVelocity, _acceleration, _rotationalVelocity);
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