* The client prevents the avatar from landing if the avatar is going above an unknown certain speed, so, add a speed check on the server.
* This addresses the 'hump the prim' animation playing while you're moving forward full speed and pressing page down over a prim to land.0.6.8-post-fixes
parent
8db97f7dab
commit
c155099faf
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@ -152,6 +152,8 @@ namespace OpenSim.Region.Framework.Scenes
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private Quaternion m_bodyRot= Quaternion.Identity;
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private Quaternion m_bodyRot= Quaternion.Identity;
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private const int LAND_VELOCITYMAG_MAX = 12;
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public bool IsRestrictedToRegion;
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public bool IsRestrictedToRegion;
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public string JID = String.Empty;
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public string JID = String.Empty;
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@ -978,8 +980,8 @@ namespace OpenSim.Region.Framework.Scenes
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public void StopFlying()
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public void StopFlying()
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{
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{
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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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// and send a full object update.
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// There's no explicit message to send the client to tell it to stop flying.. it relies on the
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// There's no message to send the client to tell it to stop flying
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// velocity, collision plane and avatar height
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// Add 1/6 the avatar's height to it's position so it doesn't shoot into the air
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// Add 1/6 the avatar's height to it's position so it doesn't shoot into the air
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// when the avatar stands up
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// when the avatar stands up
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@ -993,8 +995,6 @@ namespace OpenSim.Region.Framework.Scenes
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AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
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AbsolutePosition = AbsolutePosition + new Vector3(0f, 0f, (1.56f / 6f));
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}
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}
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Animator.TrySetMovementAnimation("LAND");
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//SendFullUpdateToAllClients();
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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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}
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}
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@ -1431,6 +1431,8 @@ namespace OpenSim.Region.Framework.Scenes
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// Only do this if we're flying
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// Only do this if we're flying
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if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly)
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if (m_physicsActor != null && m_physicsActor.Flying && !m_forceFly)
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{
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{
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// Landing detection code
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// Are the landing controls requirements filled?
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// Are the landing controls requirements filled?
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bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
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bool controlland = (((flags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) != 0) ||
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((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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((flags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_UP_NEG) != 0));
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@ -1440,6 +1442,9 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_physicsActor.Flying && colliding && controlland)
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if (m_physicsActor.Flying && colliding && controlland)
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{
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{
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// nesting this check because LengthSquared() is expensive and we don't
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// want to do it every step when flying.
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if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
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StopFlying();
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StopFlying();
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}
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}
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}
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}
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