force AgentUpdate after CompleteAgentMovement to pass by significance test
parent
3e7f475e58
commit
dbbfaf3ac3
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@ -5764,14 +5764,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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//qdelta2 = 1 - (float)Math.Pow(Quaternion.Dot(x.HeadRotation, m_thisAgentUpdateArgs.HeadRotation), 2);
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bool movementSignificant =
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(qdelta1 > QDELTA) // significant if body rotation above threshold
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// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
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// || (qdelta2 > QDELTA * 10) // significant if head rotation above threshold
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|| (x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
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(x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
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|| (x.ControlFlags != (byte)AgentManager.ControlFlags.NONE) // significant if user supplying any movement update commands
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|| (x.Far != m_thisAgentUpdateArgs.Far) // significant if far distance changed
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|| (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
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|| (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
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|| (qdelta1 > QDELTA) // significant if body rotation above threshold
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// Ignoring head rotation altogether, because it's not being used for anything interesting up the stack
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// || (qdelta2 > QDELTA * 10) // significant if head rotation above threshold
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|| (x.Far != m_thisAgentUpdateArgs.Far) // significant if far distance changed
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;
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//if (movementSignificant)
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//{
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@ -6751,6 +6751,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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private bool HandleCompleteAgentMovement(IClientAPI sender, Packet Pack)
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{
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m_thisAgentUpdateArgs.CameraAtAxis.X = float.MinValue;
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m_thisAgentUpdateArgs.ControlFlags = uint.MaxValue;
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Action<IClientAPI, bool> handlerCompleteMovementToRegion = OnCompleteMovementToRegion;
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if (handlerCompleteMovementToRegion != null)
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{
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