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.

viewer-2-initial-appearance
Diva Canto 2010-12-13 21:35:40 -08:00
parent 6b8d01d8c4
commit b41164b620
2 changed files with 13 additions and 3 deletions

View File

@ -233,6 +233,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
// Falling long enough to trigger the animation // Falling long enough to trigger the animation
return "FALLDOWN"; return "FALLDOWN";
} }
else if (m_animTickJump == -1)
{
m_animTickJump = 0;
return "STAND";
}
return m_movementAnimation; return m_movementAnimation;
} }
@ -279,6 +284,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
m_animTickJump = -1; m_animTickJump = -1;
return "JUMP"; return "JUMP";
} }
else
return "JUMP";
} }
else else
{ {
@ -307,7 +314,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
#endregion Ground Movement #endregion Ground Movement
return m_movementAnimation; //return m_movementAnimation;
} }
/// <summary> /// <summary>

View File

@ -3203,8 +3203,11 @@ namespace OpenSim.Region.Framework.Scenes
Vector3 force = m_forceToApply.Value; Vector3 force = m_forceToApply.Value;
m_updateflag = true; m_updateflag = true;
// movementvector = force;
Velocity = force; // The magic constant 0.855f seems to make walking feel less jerky,
// probably because it hackishly accounts for the overall latency of
// these Velocity updates -- Diva
Velocity = force * .855F;
m_forceToApply = null; m_forceToApply = null;
} }