Fix the sit code to ensure that we use the root prim of a linkset as a reference in the case of an avatar sitting on a child prim. This fixes various camera issues and fixes mantis #0000059.
parent
33d05ef554
commit
fc715a092c
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@ -1766,7 +1766,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_parentID != 0)
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if (m_parentID != 0)
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{
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{
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SceneObjectPart part = m_scene.GetSceneObjectPart(m_parentID);
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SceneObjectPart part = m_scene.GetSceneObjectPart(m_requestedSitTargetID);
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if (part != null)
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if (part != null)
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{
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{
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part.TaskInventory.LockItemsForRead(true);
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part.TaskInventory.LockItemsForRead(true);
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@ -2028,7 +2028,9 @@ namespace OpenSim.Region.Framework.Scenes
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//Console.WriteLine("Camera At ={0}", cameraAtOffset);
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//Console.WriteLine("Camera At ={0}", cameraAtOffset);
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//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
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//Console.WriteLine("Camera Eye ={0}", cameraEyeOffset);
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ControllingClient.SendSitResponse(part.UUID, offsetr, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
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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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ControllingClient.SendSitResponse(part.ParentGroup.UUID, offsetr + part.OffsetPosition, sitOrientation, autopilot, cameraAtOffset, cameraEyeOffset, forceMouselook);
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m_requestedSitTargetUUID = part.UUID; //KF: Correct autopilot target
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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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// 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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// HandleAgentSit itself after it gets to the location
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@ -2398,7 +2400,17 @@ Console.WriteLine("Scripted Sit ofset {0}", m_pos);
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return;
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return;
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}
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}
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}
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}
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//We want our offsets to reference the root prim, not the child we may have sat on
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if (!part.IsRoot)
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{
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m_parentID = part.ParentGroup.RootPart.LocalId;
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m_pos += part.OffsetPosition;
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}
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else
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{
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m_parentID = m_requestedSitTargetID;
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m_parentID = m_requestedSitTargetID;
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}
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Velocity = Vector3.Zero;
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Velocity = Vector3.Zero;
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RemoveFromPhysicalScene();
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RemoveFromPhysicalScene();
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