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Merge branch 'master' into varregion
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@@ -498,24 +498,28 @@ namespace OpenSim.Region.ClientStack.Linden
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if (inventoryType == "sound")
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{
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inType = 1;
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assType = 1;
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inType = (sbyte)InventoryType.Sound;
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assType = (sbyte)AssetType.Sound;
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}
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else if (inventoryType == "snapshot")
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{
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inType = (sbyte)InventoryType.Snapshot;
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}
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else if (inventoryType == "animation")
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{
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inType = 19;
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assType = 20;
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inType = (sbyte)InventoryType.Animation;
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assType = (sbyte)AssetType.Animation;
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}
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else if (inventoryType == "wearable")
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{
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inType = 18;
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inType = (sbyte)InventoryType.Wearable;
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switch (assetType)
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{
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case "bodypart":
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assType = 13;
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assType = (sbyte)AssetType.Bodypart;
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break;
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case "clothing":
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assType = 5;
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assType = (sbyte)AssetType.Clothing;
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break;
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}
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}
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@@ -5063,7 +5063,18 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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// acceleration = new Vector3(1, 0, 0);
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angularVelocity = presence.AngularVelocity;
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// Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
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// it rotates around.
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// In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted
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// excessive up and down movements of the camera when looking up and down.
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// See http://opensimulator.org/mantis/view.php?id=3274
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// This does not affect head movement, since this is controlled entirely by camera movement rather than
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// body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
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// effect, not the avatar rotation.
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rotation = presence.Rotation;
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rotation.X = 0;
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rotation.Y = 0;
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if (sendTexture)
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textureEntry = presence.Appearance.Texture.GetBytes();
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@@ -5179,7 +5190,19 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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data.OffsetPosition.ToBytes(objectData, 16);
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// data.Velocity.ToBytes(objectData, 28);
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// data.Acceleration.ToBytes(objectData, 40);
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data.Rotation.ToBytes(objectData, 52);
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// Whilst not in mouselook, an avatar will transmit only the Z rotation as this is the only axis
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// it rotates around.
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// In mouselook, X and Y co-ordinate will also be sent but when used in Rotation, these cause unwanted
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// excessive up and down movements of the camera when looking up and down.
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// See http://opensimulator.org/mantis/view.php?id=3274
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// This does not affect head movement, since this is controlled entirely by camera movement rather than
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// body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes
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// effect, not the avatar rotation.
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Quaternion rot = data.Rotation;
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rot.X = 0;
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rot.Y = 0;
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rot.ToBytes(objectData, 52);
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//data.AngularVelocity.ToBytes(objectData, 64);
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ObjectUpdatePacket.ObjectDataBlock update = new ObjectUpdatePacket.ObjectDataBlock();
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