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
This commit is contained in:
Melanie
2012-07-06 20:51:18 +01:00
19 changed files with 585 additions and 115 deletions

View File

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