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Merge branch 'master' into varregion
Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/SceneBase.cs OpenSim/Services/Interfaces/IGridService.cs OpenSim/Services/LLLoginService/LLLoginResponse.cs (conflicts were debug statements that are commented out in master branch)
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@@ -3606,7 +3606,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance);
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// TODO: don't create new blocks if recycling an old packet
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avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218];
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avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[visualParams.Length];
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avp.ObjectData.TextureEntry = textureEntry;
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AvatarAppearancePacket.VisualParamBlock avblock = null;
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@@ -5070,11 +5070,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// excessive up and down movements of the camera when looking up and down.
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// See http://opensimulator.org/mantis/view.php?id=3274
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// This does not affect head movement, since this is controlled entirely by camera movement rather than
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// body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
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// effect, not the avatar rotation.
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// body rotation. We still need to transmit X and Y for sitting avatars but mouselook does not change
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// the rotation in this case.
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rotation = presence.Rotation;
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rotation.X = 0;
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rotation.Y = 0;
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if (!presence.IsSatOnObject)
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{
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rotation.X = 0;
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rotation.Y = 0;
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}
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if (sendTexture)
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textureEntry = presence.Appearance.Texture.GetBytes();
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@@ -5197,11 +5201,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// excessive up and down movements of the camera when looking up and down.
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// See http://opensimulator.org/mantis/view.php?id=3274
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// This does not affect head movement, since this is controlled entirely by camera movement rather than
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// body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
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// effect, not the avatar rotation.
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// body rotation. We still need to transmit X and Y for sitting avatars but mouselook does not change
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// the rotation in this case.
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Quaternion rot = data.Rotation;
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rot.X = 0;
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rot.Y = 0;
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if (!data.IsSatOnObject)
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{
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rot.X = 0;
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rot.Y = 0;
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}
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rot.ToBytes(objectData, 52);
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//data.AngularVelocity.ToBytes(objectData, 64);
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