Fix stand positions rather than having the stand jump to the root prim.

This commit is contained in:
Justin Clark-Casey (justincc)
2013-11-27 02:08:22 +00:00
parent a3c72dafe6
commit 0785210e29
2 changed files with 59 additions and 7 deletions

View File

@@ -5076,6 +5076,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
ScenePresence presence = (ScenePresence)entity;
// m_log.DebugFormat(
// "[LLCLIENTVIEW]: Sending terse update to {0} with position {1} in {2}", Name, presence.OffsetPosition, m_scene.Name);
attachPoint = presence.State;
collisionPlane = presence.CollisionPlane;
position = presence.OffsetPosition;
@@ -5195,6 +5198,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
protected ObjectUpdatePacket.ObjectDataBlock CreateAvatarUpdateBlock(ScenePresence data)
{
// m_log.DebugFormat(
// "[LLCLIENTVIEW]: Sending full update to {0} with position {1} in {2}", Name, data.OffsetPosition, m_scene.Name);
byte[] objectData = new byte[76];
data.CollisionPlane.ToBytes(objectData, 0);
@@ -12646,6 +12652,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
if (p is ScenePresence)
{
// m_log.DebugFormat(
// "[LLCLIENTVIEW]: Immediately sending terse agent update for {0} to {1} in {2}",
// p.Name, Name, Scene.Name);
// It turns out to get the agent to stop flying, you have to feed it stop flying velocities
// There's no explicit message to send the client to tell it to stop flying.. it relies on the
// velocity, collision plane and avatar height