Merge branch 'master' into careminster
commit
e7a6328ea4
|
@ -210,8 +210,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
|
||||||
Guid id, string firstName, string lastName, string invPath, string pass, string savePath,
|
Guid id, string firstName, string lastName, string invPath, string pass, string savePath,
|
||||||
Dictionary<string, object> options)
|
Dictionary<string, object> options)
|
||||||
{
|
{
|
||||||
if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, savePath))
|
// if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, savePath))
|
||||||
return false;
|
// return false;
|
||||||
|
|
||||||
if (m_scenes.Count > 0)
|
if (m_scenes.Count > 0)
|
||||||
{
|
{
|
||||||
|
|
|
@ -158,8 +158,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
|
||||||
else
|
else
|
||||||
path = DEFAULT_OAR_BACKUP_FILENAME;
|
path = DEFAULT_OAR_BACKUP_FILENAME;
|
||||||
|
|
||||||
if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, path))
|
// Not doing this right now as this causes some problems with auto-backup systems. Maybe a force flag is
|
||||||
return;
|
// needed
|
||||||
|
// if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, path))
|
||||||
|
// return;
|
||||||
|
|
||||||
ArchiveRegion(path, options);
|
ArchiveRegion(path, options);
|
||||||
}
|
}
|
||||||
|
|
|
@ -532,7 +532,7 @@ namespace OpenSim.Region.Framework.Scenes
|
||||||
{
|
{
|
||||||
if (PhysicsActor != null)
|
if (PhysicsActor != null)
|
||||||
{
|
{
|
||||||
m_velocity = PhysicsActor.Velocity;
|
m_velocity = PhysicsActor.TargetVelocity;
|
||||||
|
|
||||||
// m_log.DebugFormat(
|
// m_log.DebugFormat(
|
||||||
// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
|
// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
|
||||||
|
|
|
@ -340,6 +340,12 @@ namespace OpenSim.Region.Physics.Manager
|
||||||
/// Getting this returns the velocity calculated by physics scene updates, using factors such as target velocity,
|
/// Getting this returns the velocity calculated by physics scene updates, using factors such as target velocity,
|
||||||
/// time to accelerate and collisions.
|
/// time to accelerate and collisions.
|
||||||
/// </remarks>
|
/// </remarks>
|
||||||
|
public virtual Vector3 TargetVelocity
|
||||||
|
{
|
||||||
|
get { return Velocity; }
|
||||||
|
set { Velocity = value; }
|
||||||
|
}
|
||||||
|
|
||||||
public abstract Vector3 Velocity { get; set; }
|
public abstract Vector3 Velocity { get; set; }
|
||||||
|
|
||||||
public abstract Vector3 Torque { get; set; }
|
public abstract Vector3 Torque { get; set; }
|
||||||
|
|
Binary file not shown.
Loading…
Reference in New Issue