missing changes about friends on crossings, and missing angular velocity clear on sits
parent
800044cead
commit
d6e16c5130
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@ -2189,8 +2189,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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IFriendsModule friendsModule = m_scene.RequestModuleInterface<IFriendsModule>();
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if (friendsModule != null)
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{
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if(gotCrossUpdate)
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friendsModule.IsNpwRoot(this);
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else
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friendsModule.SendFriendsOnlineIfNeeded(ControllingClient);
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}
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m_log.DebugFormat("[CompleteMovement] friendsModule: {0}ms", Util.EnvironmentTickCountSubtract(ts));
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}
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@ -3163,6 +3167,7 @@ namespace OpenSim.Region.Framework.Scenes
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ResetMoveToTarget();
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Velocity = Vector3.Zero;
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m_AngularVelocity = Vector3.Zero;
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part.AddSittingAvatar(this);
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@ -3488,9 +3493,10 @@ namespace OpenSim.Region.Framework.Scenes
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part.AddSittingAvatar(this);
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ParentPart = part;
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ParentID = m_requestedSitTargetID;
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RemoveFromPhysicalScene();
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m_AngularVelocity = Vector3.Zero;
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Velocity = Vector3.Zero;
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RemoveFromPhysicalScene();
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m_requestedSitTargetID = 0;
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@ -3513,13 +3519,15 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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// m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick..
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m_AngularVelocity = Vector3.Zero;
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sitAnimation = "SIT_GROUND_CONSTRAINED";
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// Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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// TriggerScenePresenceUpdated();
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SitGround = true;
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RemoveFromPhysicalScene();
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m_AngularVelocity = Vector3.Zero;
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Velocity = Vector3.Zero;
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Animator.SetMovementAnimations("SITGROUND");
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TriggerScenePresenceUpdated();
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}
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@ -4236,6 +4244,8 @@ namespace OpenSim.Region.Framework.Scenes
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pos.Y -= Velocity.Y * 2;
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Velocity = Vector3.Zero;
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m_AngularVelocity = Vector3.Zero;
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AbsolutePosition = pos;
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AddToPhysicalScene(isFlying);
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