Merge branch 'master' of /home/opensim/var/repo/opensim
						commit
						f144baa9a8
					
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			@ -399,6 +399,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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        public void UpdateMovementAnimations()
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        {
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            CurrentMovementAnimation = DetermineMovementAnimation();
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//            m_log.DebugFormat(
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//                "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
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//                CurrentMovementAnimation, m_scenePresence.Name);
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            TrySetMovementAnimation(CurrentMovementAnimation);
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        }
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			@ -149,9 +149,9 @@ namespace OpenSim.Region.Framework.Scenes
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        }
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        private bool m_wasFlying;		// add for fly velocity control
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        private int m_lastColCount = -1;		//KF: Look for Collision chnages
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        private int m_updateCount = 0;			//KF: Update Anims for a while
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        private static readonly int UPDATE_COUNT = 10;		// how many frames to update for
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//        private int m_lastColCount = -1;		//KF: Look for Collision chnages
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//        private int m_updateCount = 0;			//KF: Update Anims for a while
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//        private static readonly int UPDATE_COUNT = 10;		// how many frames to update for
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        private TeleportFlags m_teleportFlags;
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        public TeleportFlags TeleportFlags
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			@ -1366,14 +1366,14 @@ namespace OpenSim.Region.Framework.Scenes
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            #endregion Inputs
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            // Make anims work for client side autopilot
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            if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
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                m_updateCount = UPDATE_COUNT;
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            // Make turning in place work
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            if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 ||
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                (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
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                m_updateCount = UPDATE_COUNT;
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//            // Make anims work for client side autopilot
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//            if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
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//                m_updateCount = UPDATE_COUNT;
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//
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//            // Make turning in place work
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//            if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 ||
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//                (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
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//                m_updateCount = UPDATE_COUNT;
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            if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
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            {
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			@ -2297,7 +2297,7 @@ namespace OpenSim.Region.Framework.Scenes
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        public void HandleAgentSitOnGround()
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        {
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            m_updateCount = 0;  // Kill animation update burst so that the SIT_G.. will stick.
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//            m_updateCount = 0;  // Kill animation update burst so that the SIT_G.. will stick.
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            Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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            SitGround = true;
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            RemoveFromPhysicalScene();
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			@ -3290,11 +3290,11 @@ namespace OpenSim.Region.Framework.Scenes
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            // as of this comment the interval is set in AddToPhysicalScene
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            if (Animator != null)
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            {
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                if (m_updateCount > 0)
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                {
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//                if (m_updateCount > 0)
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//                {
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                    Animator.UpdateMovementAnimations();
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                    m_updateCount--;
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                }
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//                    m_updateCount--;
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//                }
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            }
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            CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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			@ -3302,13 +3302,13 @@ namespace OpenSim.Region.Framework.Scenes
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            CollisionPlane = Vector4.UnitW;
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            // No collisions at all means we may be flying. Update always
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            // to make falling work
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            if (m_lastColCount != coldata.Count || coldata.Count == 0)
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            {	
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                m_updateCount = UPDATE_COUNT;
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                m_lastColCount = coldata.Count;
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            }
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//            // No collisions at all means we may be flying. Update always
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//            // to make falling work
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//            if (m_lastColCount != coldata.Count || coldata.Count == 0)
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//            {
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//                m_updateCount = UPDATE_COUNT;
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//                m_lastColCount = coldata.Count;
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//            }
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            if (coldata.Count != 0 && Animator != null)
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            {
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