* This fixes landing on Prim and removes the hack from yesterday. Landing on prim should work fine again.
parent
247fc00ce7
commit
f7916d10f3
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@ -4060,7 +4060,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (collisionPlane == Vector4.Zero)
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collisionPlane = Vector4.UnitW;
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//m_log.DebugFormat("CollisionPlane: {0}",collisionPlane);
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collisionPlane.ToBytes(data, pos);
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pos += 16;
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}
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@ -4145,12 +4145,12 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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update.PCode = (byte)PCode.Avatar;
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update.ProfileCurve = 1;
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update.PSBlock = Utils.EmptyBytes;
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update.Scale = Vector3.One;
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update.Scale = new Vector3(0.45f,0.6f,1.9f);
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update.Text = Utils.EmptyBytes;
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update.TextColor = new byte[4];
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update.TextureAnim = Utils.EmptyBytes;
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update.TextureEntry = data.TextureEntry ?? Utils.EmptyBytes;
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update.UpdateFlags = 61 + (9 << 8) + (130 << 16) + (16 << 24); // TODO: Replace these numbers with PrimFlags
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update.UpdateFlags = (uint)(PrimFlags.Physics | PrimFlags.ObjectModify | PrimFlags.ObjectCopy | PrimFlags.ObjectAnyOwner | PrimFlags.ObjectYouOwner | PrimFlags.ObjectMove | PrimFlags.InventoryEmpty | PrimFlags.ObjectTransfer | PrimFlags.ObjectOwnerModify);//61 + (9 << 8) + (130 << 16) + (16 << 24); // TODO: Replace these numbers with PrimFlags
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return update;
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}
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@ -994,9 +994,9 @@ namespace OpenSim.Region.Framework.Scenes
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}
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Animator.TrySetMovementAnimation("LAND");
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SendFullUpdateToAllClients();
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//SendFullUpdateToAllClients();
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ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
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AbsolutePosition, Velocity, -Vector3.UnitZ, m_bodyRot, Vector4.UnitW, m_uuid, null, GetUpdatePriority(ControllingClient)));
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AbsolutePosition, Velocity, Vector3.Zero, m_bodyRot, new Vector4(0,0,1,AbsolutePosition.Z - 0.5f), m_uuid, null, GetUpdatePriority(ControllingClient)));
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}
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public void AddNeighbourRegion(ulong regionHandle, string cap)
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