This seems to get rid of the stuck PREJUMP animation, as reported by Justin in -dev. Also in this commit, a slight adjustment to the Velocity of SP -- this makes the avie walking feel less jerky for me. Will wait reports from others.
parent
6b8d01d8c4
commit
b41164b620
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@ -233,6 +233,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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// Falling long enough to trigger the animation
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// Falling long enough to trigger the animation
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return "FALLDOWN";
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return "FALLDOWN";
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}
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}
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else if (m_animTickJump == -1)
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{
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m_animTickJump = 0;
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return "STAND";
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}
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return m_movementAnimation;
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return m_movementAnimation;
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}
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}
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@ -279,6 +284,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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m_animTickJump = -1;
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m_animTickJump = -1;
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return "JUMP";
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return "JUMP";
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}
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}
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else
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return "JUMP";
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}
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}
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else
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else
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{
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{
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@ -307,7 +314,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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#endregion Ground Movement
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#endregion Ground Movement
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return m_movementAnimation;
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//return m_movementAnimation;
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}
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}
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/// <summary>
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/// <summary>
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@ -3203,8 +3203,11 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 force = m_forceToApply.Value;
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Vector3 force = m_forceToApply.Value;
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m_updateflag = true;
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m_updateflag = true;
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// movementvector = force;
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Velocity = force;
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// The magic constant 0.855f seems to make walking feel less jerky,
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// probably because it hackishly accounts for the overall latency of
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// these Velocity updates -- Diva
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Velocity = force * .855F;
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m_forceToApply = null;
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m_forceToApply = null;
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}
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}
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