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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public void UpdateMovementAnimations()
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{
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{
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CurrentMovementAnimation = DetermineMovementAnimation();
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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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TrySetMovementAnimation(CurrentMovementAnimation);
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}
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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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}
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private bool m_wasFlying; // add for fly velocity control
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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_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 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 static readonly int UPDATE_COUNT = 10; // how many frames to update for
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private TeleportFlags m_teleportFlags;
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private TeleportFlags m_teleportFlags;
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public TeleportFlags 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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#endregion Inputs
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// Make anims work for client side autopilot
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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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// if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
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m_updateCount = UPDATE_COUNT;
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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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// // Make turning in place work
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if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 ||
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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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// (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
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m_updateCount = UPDATE_COUNT;
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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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if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
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{
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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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public void HandleAgentSitOnGround()
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{
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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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Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED");
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SitGround = true;
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SitGround = true;
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RemoveFromPhysicalScene();
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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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// as of this comment the interval is set in AddToPhysicalScene
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if (Animator != null)
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if (Animator != null)
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{
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{
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if (m_updateCount > 0)
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// if (m_updateCount > 0)
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{
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// {
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Animator.UpdateMovementAnimations();
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Animator.UpdateMovementAnimations();
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m_updateCount--;
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// m_updateCount--;
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}
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// }
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}
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}
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CollisionEventUpdate collisionData = (CollisionEventUpdate)e;
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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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CollisionPlane = Vector4.UnitW;
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// No collisions at all means we may be flying. Update always
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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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// // to make falling work
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if (m_lastColCount != coldata.Count || coldata.Count == 0)
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// if (m_lastColCount != coldata.Count || coldata.Count == 0)
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{
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// {
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m_updateCount = UPDATE_COUNT;
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// m_updateCount = UPDATE_COUNT;
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m_lastColCount = coldata.Count;
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// m_lastColCount = coldata.Count;
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}
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// }
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if (coldata.Count != 0 && Animator != null)
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if (coldata.Count != 0 && Animator != null)
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{
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{
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