Merge branch 'master' into careminster
commit
df7abbb367
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@ -205,3 +205,4 @@ In addition, we would like to thank:
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* The Mono Project
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* The NANT Developers
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* Microsoft (.NET, MSSQL-Adapters)
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*x
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@ -241,10 +241,14 @@ namespace OpenSim.Framework
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m_textureEntry = prim.Textures.GetBytes();
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SculptEntry = (prim.Sculpt.Type != OpenMetaverse.SculptType.None);
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SculptData = prim.Sculpt.GetBytes();
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SculptTexture = prim.Sculpt.SculptTexture;
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SculptType = (byte)prim.Sculpt.Type;
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if (prim.Sculpt != null)
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{
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SculptEntry = (prim.Sculpt.Type != OpenMetaverse.SculptType.None);
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SculptData = prim.Sculpt.GetBytes();
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SculptTexture = prim.Sculpt.SculptTexture;
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SculptType = (byte)prim.Sculpt.Type;
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}
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else SculptType = (byte)OpenMetaverse.SculptType.None;
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}
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[XmlIgnore]
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@ -113,9 +113,11 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </param>
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/// <param name="landAtTarget">
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/// If true and the avatar is flying when it reaches the target, land.
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/// </param>
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/// </param> name="running">
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/// If true, NPC moves with running speed.
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/// <returns>True if the operation succeeded, false if there was no such agent or the agent was not an NPC</returns>
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bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget);
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///
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bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running);
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/// <summary>
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/// Stop the NPC's current movement.
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@ -3515,7 +3515,7 @@ namespace OpenSim.Region.Framework.Scenes
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//we need to do a terse update even if the move wasn't allowed
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// so that the position is reset in the client (the object snaps back)
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ScheduleGroupForTerseUpdate();
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RootPart.ScheduleTerseUpdate();
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}
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/// <summary>
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@ -170,7 +170,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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return npcAvatar.AgentId;
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}
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public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget)
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public bool MoveToTarget(UUID agentID, Scene scene, Vector3 pos, bool noFly, bool landAtTarget, bool running)
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{
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lock (m_avatars)
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{
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@ -184,6 +184,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC
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sp.Name, pos, scene.RegionInfo.RegionName, noFly, landAtTarget);
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sp.MoveToTarget(pos, noFly, landAtTarget);
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sp.SetAlwaysRun = running;
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return true;
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}
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@ -242,7 +242,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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Vector3 targetPos = startPos + new Vector3(0, 10, 0);
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m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false);
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m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false, false);
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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//Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0.7071068f, 0.7071068f)));
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@ -267,7 +267,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
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// Try a second movement
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startPos = npc.AbsolutePosition;
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targetPos = startPos + new Vector3(10, 0, 0);
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m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false);
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m_npcMod.MoveToTarget(npc.UUID, m_scene, targetPos, false, false, false);
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Assert.That(npc.AbsolutePosition, Is.EqualTo(startPos));
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// Assert.That(npc.Rotation, Is.EqualTo(new Quaternion(0, 0, 0, 1)));
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@ -2479,7 +2479,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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return;
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Vector3 pos = new Vector3((float) position.x, (float) position.y, (float) position.z);
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module.MoveToTarget(npcId, World, pos, false, true);
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module.MoveToTarget(npcId, World, pos, false, true, false);
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}
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}
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@ -2504,7 +2504,8 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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World,
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pos,
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(options & ScriptBaseClass.OS_NPC_NO_FLY) != 0,
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(options & ScriptBaseClass.OS_NPC_LAND_AT_TARGET) != 0);
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(options & ScriptBaseClass.OS_NPC_LAND_AT_TARGET) != 0,
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(options & ScriptBaseClass.OS_NPC_RUNNING) != 0);
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}
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}
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@ -639,6 +639,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.ScriptBase
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public const int OS_NPC_FLY = 0;
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public const int OS_NPC_NO_FLY = 1;
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public const int OS_NPC_LAND_AT_TARGET = 2;
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public const int OS_NPC_RUNNING = 4;
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public const int OS_NPC_SIT_NOW = 0;
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