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)
This commit is contained in:
Robert Adams
2014-01-11 08:52:23 -08:00
19 changed files with 307 additions and 174 deletions

View File

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