Comment out the part of the load oar code that zeroes out prim sit target orientations and positions.
The warning about these causing problems is very old and may no longer apply. Hopes to fix http://opensimulator.org/mantis/view.php?id=5680remove-scene-viewer
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655935db49
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bea2e0f32b
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@ -284,8 +284,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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part.LastOwnerID = m_scene.RegionInfo.EstateSettings.EstateOwner;
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// And zap any troublesome sit target information
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part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
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part.SitTargetPosition = new Vector3(0, 0, 0);
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// part.SitTargetOrientation = new Quaternion(0, 0, 0, 1);
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// part.SitTargetPosition = new Vector3(0, 0, 0);
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// Fix ownership/creator of inventory items
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// Not doing so results in inventory items
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@ -318,6 +318,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
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new ArchiveWriteRequestPreparation(null, (Stream)null, Guid.Empty).CreateControlFile(new Dictionary<string, Object>()));
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SceneObjectPart part1 = CreateSceneObjectPart1();
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part1.SitTargetOrientation = new Quaternion(0.2f, 0.3f, 0.4f, 0.5f);
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part1.SitTargetPosition = new Vector3(1, 2, 3);
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SceneObjectGroup object1 = new SceneObjectGroup(part1);
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// Let's put some inventory items into our object
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@ -390,6 +394,8 @@ namespace OpenSim.Region.CoreModules.World.Archiver.Tests
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object1PartLoaded.RotationOffset, Is.EqualTo(part1.RotationOffset), "object1 rotation offset not equal");
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Assert.That(
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object1PartLoaded.OffsetPosition, Is.EqualTo(part1.OffsetPosition), "object1 offset position not equal");
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Assert.That(object1PartLoaded.SitTargetOrientation, Is.EqualTo(part1.SitTargetOrientation));
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Assert.That(object1PartLoaded.SitTargetPosition, Is.EqualTo(part1.SitTargetPosition));
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TaskInventoryItem loadedSoundItem = object1PartLoaded.Inventory.GetInventoryItems(soundItemName)[0];
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Assert.That(loadedSoundItem, Is.Not.Null, "loaded sound item was null");
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