Merge branch 'master' into careminster-presence-refactor
commit
ae0a7e2c37
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@ -11875,6 +11875,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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}
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public void StopFlying(ISceneEntity p)
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public void StopFlying(ISceneEntity p)
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{
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if (p is ScenePresence)
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{
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{
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ScenePresence presence = p as ScenePresence;
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ScenePresence presence = p as ScenePresence;
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// It turns out to get the agent to stop flying, you have to feed it stop flying velocities
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// It turns out to get the agent to stop flying, you have to feed it stop flying velocities
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@ -11893,6 +11895,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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presence.AbsolutePosition = pos;
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presence.AbsolutePosition = pos;
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// attach a suitable collision plane regardless of the actual situation to force the LLClient to land.
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// Collision plane below the avatar's position a 6th of the avatar's height is suitable.
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// Mind you, that this method doesn't get called if the avatar's velocity magnitude is greater then a
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// certain amount.. because the LLClient wouldn't land in that situation anyway.
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// why are we still testing for this really old height value default???
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if (presence.Appearance.AvatarHeight != 127.0f)
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presence.CollisionPlane = new Vector4(0, 0, 0, pos.Z - presence.Appearance.AvatarHeight/6f);
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else
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presence.CollisionPlane = new Vector4(0, 0, 0, pos.Z - (1.56f/6f));
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ImprovedTerseObjectUpdatePacket.ObjectDataBlock block =
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ImprovedTerseObjectUpdatePacket.ObjectDataBlock block =
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CreateImprovedTerseBlock(p, false);
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CreateImprovedTerseBlock(p, false);
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@ -11908,6 +11922,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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packet.ObjectData[0] = block;
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packet.ObjectData[0] = block;
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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OutPacket(packet, ThrottleOutPacketType.Task, true);
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}
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//ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
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//ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
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// AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
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// AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
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