diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index 2a6b8eaed2..43cfd807b3 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs @@ -399,6 +399,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation public void UpdateMovementAnimations() { CurrentMovementAnimation = DetermineMovementAnimation(); + +// m_log.DebugFormat( +// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()", +// CurrentMovementAnimation, m_scenePresence.Name); + TrySetMovementAnimation(CurrentMovementAnimation); } diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 7156137aad..663c9aeaad 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -149,9 +149,9 @@ namespace OpenSim.Region.Framework.Scenes } private bool m_wasFlying; // add for fly velocity control - private int m_lastColCount = -1; //KF: Look for Collision chnages - private int m_updateCount = 0; //KF: Update Anims for a while - private static readonly int UPDATE_COUNT = 10; // how many frames to update for +// private int m_lastColCount = -1; //KF: Look for Collision chnages +// private int m_updateCount = 0; //KF: Update Anims for a while +// private static readonly int UPDATE_COUNT = 10; // how many frames to update for private TeleportFlags m_teleportFlags; public TeleportFlags TeleportFlags @@ -1366,14 +1366,14 @@ namespace OpenSim.Region.Framework.Scenes #endregion Inputs - // Make anims work for client side autopilot - if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0) - m_updateCount = UPDATE_COUNT; - - // Make turning in place work - if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 || - (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) - m_updateCount = UPDATE_COUNT; +// // Make anims work for client side autopilot +// if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0) +// m_updateCount = UPDATE_COUNT; +// +// // Make turning in place work +// if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 || +// (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0) +// m_updateCount = UPDATE_COUNT; if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0) { @@ -2297,7 +2297,7 @@ namespace OpenSim.Region.Framework.Scenes public void HandleAgentSitOnGround() { - m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. +// m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); SitGround = true; RemoveFromPhysicalScene(); @@ -3290,11 +3290,11 @@ namespace OpenSim.Region.Framework.Scenes // as of this comment the interval is set in AddToPhysicalScene if (Animator != null) { - if (m_updateCount > 0) - { +// if (m_updateCount > 0) +// { Animator.UpdateMovementAnimations(); - m_updateCount--; - } +// m_updateCount--; +// } } CollisionEventUpdate collisionData = (CollisionEventUpdate)e; @@ -3302,13 +3302,13 @@ namespace OpenSim.Region.Framework.Scenes CollisionPlane = Vector4.UnitW; - // No collisions at all means we may be flying. Update always - // to make falling work - if (m_lastColCount != coldata.Count || coldata.Count == 0) - { - m_updateCount = UPDATE_COUNT; - m_lastColCount = coldata.Count; - } +// // No collisions at all means we may be flying. Update always +// // to make falling work +// if (m_lastColCount != coldata.Count || coldata.Count == 0) +// { +// m_updateCount = UPDATE_COUNT; +// m_lastColCount = coldata.Count; +// } if (coldata.Count != 0 && Animator != null) {