Reverted: * Fix the unscripted sit rotation being incorrect .. will commit a proper fix now.
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12dd97c9f8
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f9b5f23383
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@ -2053,13 +2053,9 @@ namespace OpenSim.Region.Framework.Scenes
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//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
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//NOTE: SendSitResponse should be relative to the GROUP *NOT* THE PRIM if we're sitting on a child
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Quaternion roffset = Quaternion.Identity;
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if (SitTargetisSet)
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{
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roffset = part.RotationOffset;
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}
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ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * roffset) + part.OffsetPosition), sitOrientation / part.RotationOffset, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
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ControllingClient.SendSitResponse(part.ParentGroup.UUID, ((offset * part.RotationOffset) + part.OffsetPosition), sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
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m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
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// This calls HandleAgentSit twice, once from here, and the client calls
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// HandleAgentSit itself after it gets to the location
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// It doesn't get to the location until we've moved them there though
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@ -2444,7 +2440,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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m_linkedPrim = part.UUID;
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m_offsetRotation = m_offsetRotation / part.RotationOffset;
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Velocity = Vector3.Zero;
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RemoveFromPhysicalScene();
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Animator.TrySetMovementAnimation(sitAnimation);
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