Merge branch 'master' into varregion

This commit is contained in:
Robert Adams
2013-12-05 21:07:44 -08:00
7 changed files with 40 additions and 18 deletions

View File

@@ -498,24 +498,28 @@ namespace OpenSim.Region.ClientStack.Linden
if (inventoryType == "sound")
{
inType = 1;
assType = 1;
inType = (sbyte)InventoryType.Sound;
assType = (sbyte)AssetType.Sound;
}
else if (inventoryType == "snapshot")
{
inType = (sbyte)InventoryType.Snapshot;
}
else if (inventoryType == "animation")
{
inType = 19;
assType = 20;
inType = (sbyte)InventoryType.Animation;
assType = (sbyte)AssetType.Animation;
}
else if (inventoryType == "wearable")
{
inType = 18;
inType = (sbyte)InventoryType.Wearable;
switch (assetType)
{
case "bodypart":
assType = 13;
assType = (sbyte)AssetType.Bodypart;
break;
case "clothing":
assType = 5;
assType = (sbyte)AssetType.Clothing;
break;
}
}

View File

@@ -5063,7 +5063,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
// acceleration = new Vector3(1, 0, 0);
angularVelocity = presence.AngularVelocity;
// Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
// it rotates around.
// In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted
// 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.
rotation = presence.Rotation;
rotation.X = 0;
rotation.Y = 0;
if (sendTexture)
textureEntry = presence.Appearance.Texture.GetBytes();
@@ -5179,7 +5190,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
data.OffsetPosition.ToBytes(objectData, 16);
// data.Velocity.ToBytes(objectData, 28);
// data.Acceleration.ToBytes(objectData, 40);
data.Rotation.ToBytes(objectData, 52);
// Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
// it rotates around.
// In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted
// 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.
Quaternion rot = data.Rotation;
rot.X = 0;
rot.Y = 0;
rot.ToBytes(objectData, 52);
//data.AngularVelocity.ToBytes(objectData, 64);
ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();