Properly sequence updates of avatars and attachments so that we don't
update attachments on child avatars or intermingle agent and attachment updates, which would render the root prim of huds invisibleavinationmerge
parent
f266c54f82
commit
dc835717d6
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@ -3774,6 +3774,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// doesn't seem to be attached, skip
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// doesn't seem to be attached, skip
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if (!found)
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if (!found)
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continue;
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continue;
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// On vehicle crossing, the attachments are received
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// while the avatar is still a child. Don't send
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// updates here because the LocalId has not yet
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// been updated and the viewer will derender the
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// attachments until the avatar becomes root.
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if (sp.IsChildAgent)
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continue;
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}
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}
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if (part.ParentGroup.IsAttachment && m_disableFacelights)
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if (part.ParentGroup.IsAttachment && m_disableFacelights)
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{
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{
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@ -984,6 +984,7 @@ namespace OpenSim.Region.Framework.Scenes
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Util.FireAndForget(delegate(object x) {
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Util.FireAndForget(delegate(object x) {
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foreach (SceneObjectGroup sog in m_attachments)
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foreach (SceneObjectGroup sog in m_attachments)
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{
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{
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sog.ScheduleGroupForFullUpdate();
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sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
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sog.RootPart.ParentGroup.CreateScriptInstances(0, false, m_scene.DefaultScriptEngine, GetStateSource());
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sog.ResumeScripts();
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sog.ResumeScripts();
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}
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}
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@ -991,6 +992,8 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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}
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}
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SendAvatarDataToAllAgents();
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// send the animations of the other presences to me
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// send the animations of the other presences to me
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m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
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m_scene.ForEachRootScenePresence(delegate(ScenePresence presence)
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{
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{
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