Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/SceneCommunicationService.csavinationmerge
commit
ca6113a4d5
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@ -296,7 +296,7 @@ namespace OpenSim.Framework
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if (args["start_pos"] != null)
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if (args["start_pos"] != null)
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Vector3.TryParse(args["start_pos"].AsString(), out startpos);
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Vector3.TryParse(args["start_pos"].AsString(), out startpos);
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m_log.InfoFormat("[AGENTCIRCUITDATA]: agentid={0}, child={1}, startpos={2}", AgentID, child, startpos);
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//m_log.InfoFormat("[AGENTCIRCUITDATA]: agentid={0}, child={1}, startpos={2}", AgentID, child, startpos);
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try
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try
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{
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{
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@ -478,7 +478,7 @@ namespace OpenSim.Framework
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/// <param name="hash"></param>
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/// <param name="hash"></param>
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public virtual void Unpack(OSDMap args, IScene scene)
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public virtual void Unpack(OSDMap args, IScene scene)
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{
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{
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m_log.InfoFormat("[CHILDAGENTDATAUPDATE] Unpack data");
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//m_log.InfoFormat("[CHILDAGENTDATAUPDATE] Unpack data");
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if (args.ContainsKey("region_id"))
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if (args.ContainsKey("region_id"))
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UUID.TryParse(args["region_id"].AsString(), out RegionID);
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UUID.TryParse(args["region_id"].AsString(), out RegionID);
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@ -2554,10 +2554,7 @@ namespace OpenSim.Region.Framework.Scenes
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// again here... this comes after the cached appearance check because the avatars
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// again here... this comes after the cached appearance check because the avatars
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// appearance goes into the avatar update packet
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// appearance goes into the avatar update packet
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SendAvatarDataToAllAgents();
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SendAvatarDataToAllAgents();
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SendAppearanceToAgent(this);
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// Sending us our own appearance does not seem to be necessary, and the viewer warns in the log if you do
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// this.
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// SendAppearanceToAgent(this);
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// If we are using the the cached appearance then send it out to everyone
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// If we are using the the cached appearance then send it out to everyone
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if (cachedappearance)
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if (cachedappearance)
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@ -2977,7 +2974,10 @@ namespace OpenSim.Region.Framework.Scenes
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if (byebyeRegions.Count > 0)
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if (byebyeRegions.Count > 0)
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{
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{
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m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents");
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m_log.Debug("[SCENE PRESENCE]: Closing " + byebyeRegions.Count + " child agents");
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m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, byebyeRegions);
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Util.FireAndForget(delegate
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{
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m_scene.SceneGridService.SendCloseChildAgentConnections(ControllingClient.AgentId, byebyeRegions);
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});
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}
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}
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foreach (ulong handle in byebyeRegions)
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foreach (ulong handle in byebyeRegions)
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@ -3430,7 +3430,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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private void SetTerrain(float[] heightMap, Vector3 pOffset)
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private void SetTerrain(float[] heightMap, Vector3 pOffset)
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{
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{
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int startTime = Util.EnvironmentTickCount();
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int startTime = Util.EnvironmentTickCount();
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m_log.DebugFormat("[ODE SCENE]: Setting terrain for {0}", Name);
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m_log.DebugFormat("[ODE SCENE]: Setting terrain for {0} with offset {1}", Name, pOffset);
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// this._heightmap[i] = (double)heightMap[i];
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// this._heightmap[i] = (double)heightMap[i];
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// dbm (danx0r) -- creating a buffer zone of one extra sample all around
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// dbm (danx0r) -- creating a buffer zone of one extra sample all around
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@ -3544,7 +3544,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
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d.RFromAxisAndAngle(out R, v3.X, v3.Y, v3.Z, angle);
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d.GeomSetRotation(GroundGeom, ref R);
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d.GeomSetRotation(GroundGeom, ref R);
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d.GeomSetPosition(GroundGeom, (pOffset.X + ((int)Constants.RegionSize * 0.5f)) - 1, (pOffset.Y + ((int)Constants.RegionSize * 0.5f)) - 1, 0);
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d.GeomSetPosition(GroundGeom, (pOffset.X + ((int)Constants.RegionSize * 0.5f)), (pOffset.Y + ((int)Constants.RegionSize * 0.5f)), 0);
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IntPtr testGround = IntPtr.Zero;
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IntPtr testGround = IntPtr.Zero;
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if (RegionTerrain.TryGetValue(pOffset, out testGround))
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if (RegionTerrain.TryGetValue(pOffset, out testGround))
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{
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{
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