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Merge branch 'avination' into careminster
Conflicts: OpenSim/Framework/Servers/HttpServer/PollServiceEventArgs.cs OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueGetModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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@@ -656,6 +656,14 @@ namespace OpenSim.Region.Framework.Scenes
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if (triggerScriptEvent)
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part.TriggerScriptChangedEvent(Changed.POSITION);
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}
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/*
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This seems not needed and should not be needed:
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sp absolute position depends on sit part absolute position fixed above.
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sp ParentPosition is not used anywhere.
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Since presence is sitting, viewer considers it 'linked' to root prim, so it will move/rotate it
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Sending a extra packet with avatar position is not only bandwidth waste, but may cause jitter in viewers due to UPD nature.
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if (!m_dupeInProgress)
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{
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foreach (ScenePresence av in m_linkedAvatars)
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@@ -665,12 +673,12 @@ namespace OpenSim.Region.Framework.Scenes
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{
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Vector3 offset = p.GetWorldPosition() - av.ParentPosition;
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av.AbsolutePosition += offset;
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av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
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// av.ParentPosition = p.GetWorldPosition(); //ParentPosition gets cleared by AbsolutePosition
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av.SendAvatarDataToAllAgents();
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}
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}
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}
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*/
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//if (m_rootPart.PhysActor != null)
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//{
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//m_rootPart.PhysActor.Position =
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@@ -701,8 +709,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (agent.ParentUUID != UUID.Zero)
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{
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agent.ParentPart = null;
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agent.ParentPosition = Vector3.Zero;
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// agent.ParentUUID = UUID.Zero;
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// agent.ParentPosition = Vector3.Zero;
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// agent.ParentUUID = UUID.Zero;
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}
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}
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@@ -3815,7 +3823,7 @@ namespace OpenSim.Region.Framework.Scenes
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else
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// ugly rotation update of all parts
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{
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group.AbsolutePosition = AbsolutePosition;
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group.ResetChildPrimPhysicsPositions();
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}
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}
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