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Get NPCs to revert to the correct 'resting' animation (e.g. stand or hover) after finishing their movement. This also fixes judder after an avatar has finished "go here"/autopilot movement in a viewer.
This meant reseting the SP.AgentControlFlags since the Animator uses these to determine the correct default animation.
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@@ -77,6 +77,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (m_scenePresence.IsChildAgent)
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return;
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// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} for {1}", animID, m_scenePresence.Name);
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if (m_animations.Add(animID, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, objectID))
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SendAnimPack();
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}
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@@ -91,6 +93,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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if (animID == UUID.Zero)
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return;
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// m_log.DebugFormat("[SCENE PRESENCE ANIMATOR]: Adding animation {0} {1} for {2}", animID, name, m_scenePresence.Name);
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AddAnimation(animID, objectID);
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}
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@@ -127,13 +131,15 @@ namespace OpenSim.Region.Framework.Scenes.Animation
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/// </summary>
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public void TrySetMovementAnimation(string anim)
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{
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//m_log.DebugFormat("Updating movement animation to {0}", anim);
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if (!m_scenePresence.IsChildAgent)
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{
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if (m_animations.TrySetDefaultAnimation(
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anim, m_scenePresence.ControllingClient.NextAnimationSequenceNumber, m_scenePresence.UUID))
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{
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// m_log.DebugFormat(
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// "[SCENE PRESENCE ANIMATOR]: Updating movement animation to {0} for {1}",
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// anim, m_scenePresence.Name);
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// 16384 is CHANGED_ANIMATION
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m_scenePresence.SendScriptEventToAttachments("changed", new Object[] { (int)Changed.ANIMATION});
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SendAnimPack();
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@@ -1745,6 +1745,12 @@ namespace OpenSim.Region.Framework.Scenes
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MovingToTarget = false;
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MoveToPositionTarget = Vector3.Zero;
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// We need to reset the control flag as the ScenePresenceAnimator uses this to determine the correct
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// resting animation (e.g. hover or stand). NPCs don't have a client that will quickly reset this flag.
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// However, the line is here rather than in the NPC module since it also appears necessary to stop a
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// viewer that uses "go here" from juddering on all subsequent avatar movements.
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AgentControlFlags = (uint)AgentManager.ControlFlags.NONE;
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}
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private void CheckAtSitTarget()
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