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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/Scripting/LSLHttp/UrlModule.cs OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs OpenSim/Region/Framework/Scenes/SceneObjectPart.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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@@ -140,11 +140,6 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_TransferModule =
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m_ScriptEngine.World.RequestModuleInterface<IMessageTransferModule>();
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m_UrlModule = m_ScriptEngine.World.RequestModuleInterface<IUrlModule>();
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if (m_UrlModule != null)
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{
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m_ScriptEngine.OnScriptRemoved += m_UrlModule.ScriptRemoved;
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m_ScriptEngine.OnObjectRemoved += m_UrlModule.ObjectRemoved;
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}
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AsyncCommands = new AsyncCommandManager(ScriptEngine);
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}
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@@ -3063,6 +3058,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// we need to convert from a vector describing
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// the angles of rotation in radians into rotation value
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<<<<<<< HEAD:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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LSL_Types.Quaternion rot = llEuler2Rot(angle);
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// This would only work if your physics system contains an APID controller:
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@@ -3095,10 +3091,19 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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LSL_Vector ae = new LSL_Vector(0.0f, terot, 0.0f);
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LSL_Types.Quaternion spin = llEuler2Rot(az);
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LSL_Types.Quaternion rot = llEuler2Rot(ae) * spin;
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=======
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LSL_Rotation rot = llEuler2Rot(angle);
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// Per discussion with Melanie, for non-physical objects llLookAt appears to simply
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// set the rotation of the object, copy that behavior
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if (strength == 0 || m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
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{
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>>>>>>> master:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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llSetRot(rot);
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}
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else
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{
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<<<<<<< HEAD:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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// Physical, send the target vector to RotLookAt method inside a 'rotation', the .w -99.9 value indicates it is really a LookAt.
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Quaternion q = new Quaternion((float)target.x, (float)target.y, (float)target.z, -99.9f);
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m_host.RotLookAt(q, (float)strength, (float)damping);
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@@ -3112,6 +3117,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// NotImplemented("llRotLookAt");
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m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
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=======
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m_host.StartLookAt(Rot2Quaternion(rot), (float)strength, (float)damping);
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}
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>>>>>>> master:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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}
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public void llStopLookAt()
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@@ -3534,6 +3543,25 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_host.AddScriptLPS(1);
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}
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<<<<<<< HEAD:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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=======
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public void llRotLookAt(LSL_Rotation target, double strength, double damping)
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{
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m_host.AddScriptLPS(1);
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// Per discussion with Melanie, for non-physical objects llLookAt appears to simply
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// set the rotation of the object, copy that behavior
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if (strength == 0 || m_host.PhysActor == null || !m_host.PhysActor.IsPhysical)
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{
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llSetLocalRot(target);
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}
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else
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{
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m_host.RotLookAt(Rot2Quaternion(target), (float)strength, (float)damping);
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}
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}
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>>>>>>> master:OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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public LSL_Integer llStringLength(string str)
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{
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m_host.AddScriptLPS(1);
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