diff --git a/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs b/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs index 5a2a173835..3d786dda04 100644 --- a/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs +++ b/OpenSim/Region/CoreModules/World/Objects/Commands/ObjectCommandsModule.cs @@ -803,12 +803,15 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands else so = m_scene.GetSceneObjectGroup(localId); - if (so!= null && !so.IsAttachment) - deletes.Add(so); - - // if (deletes.Count == 0) - // m_console.OutputFormat("No objects were found with uuid {0}", match); - + if (so!= null) + { + deletes.Add(so); + if(so.IsAttachment) + { + requireConfirmation = true; + m_console.OutputFormat("Warning: object with uuid {0} is a attachment", uuid); + } + } break; case "name": @@ -904,11 +907,11 @@ namespace OpenSim.Region.CoreModules.World.Objects.Commands if (useRegex) { Regex nameRegex = new Regex(name); - searchAction = so => { if (nameRegex.IsMatch(so.Name)) { sceneObjects.Add(so); }}; + searchAction = so => { if (nameRegex.IsMatch(so.Name)) {if(!so.IsAttachment) sceneObjects.Add(so);}}; } else { - searchAction = so => { if (so.Name == name) { sceneObjects.Add(so); }}; + searchAction = so => { if (so.Name == name) {if(!so.IsAttachment) sceneObjects.Add(so);}}; } m_scene.ForEachSOG(searchAction); diff --git a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs index 4fef9c3012..3fde5f1cc2 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.PacketHandlers.cs @@ -306,14 +306,14 @@ namespace OpenSim.Region.Framework.Scenes // If the touched prim handles touches, deliver it if ((part.ScriptEvents & scriptEvents.touch_start) != 0) - EventManager.TriggerObjectGrab(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg); + EventManager.TriggerObjectGrab(part.LocalId, 0, offsetPos, remoteClient, surfaceArg); // Deliver to the root prim if the touched prim doesn't handle touches // or if we're meant to pass on touches anyway. if (((part.ScriptEvents & scriptEvents.touch_start) == 0) || (part.PassTouches && (part.LocalId != obj.RootPart.LocalId))) { - EventManager.TriggerObjectGrab(obj.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg); + EventManager.TriggerObjectGrab(obj.RootPart.LocalId, part.LocalId, offsetPos, remoteClient, surfaceArg); } } @@ -343,15 +343,18 @@ namespace OpenSim.Region.Framework.Scenes if (surfaceArgs != null && surfaceArgs.Count > 0) surfaceArg = surfaceArgs[0]; + Vector3 grabOffset = pos - part.AbsolutePosition; // If the touched prim handles touches, deliver it if ((part.ScriptEvents & scriptEvents.touch) != 0) - EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg); +// EventManager.TriggerObjectGrabbing(part.LocalId, 0, part.OffsetPosition, remoteClient, surfaceArg); + EventManager.TriggerObjectGrabbing(part.LocalId, 0, grabOffset, remoteClient, surfaceArg); // Deliver to the root prim if the touched prim doesn't handle touches // or if we're meant to pass on touches anyway. if (((part.ScriptEvents & scriptEvents.touch) == 0) || (part.PassTouches && (part.LocalId != group.RootPart.LocalId))) { - EventManager.TriggerObjectGrabbing(group.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg); +// EventManager.TriggerObjectGrabbing(group.RootPart.LocalId, part.LocalId, part.OffsetPosition, remoteClient, surfaceArg); + EventManager.TriggerObjectGrabbing(group.RootPart.LocalId, part.LocalId, grabOffset, remoteClient, surfaceArg); } } diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs index 7faee703e5..d182c34890 100644 --- a/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSCharacter.cs @@ -460,13 +460,19 @@ public sealed class BSCharacter : BSPhysObject set { DetailLog("{0},BSCharacter.setTargetVelocity,call,vel={1}", LocalID, value); - base.m_targetVelocity = value; OMV.Vector3 targetVel = value; - if (_setAlwaysRun && !_flying) - targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 1f); + if (!_flying) + { + if (_setAlwaysRun) + targetVel *= new OMV.Vector3(BSParam.AvatarAlwaysRunFactor, BSParam.AvatarAlwaysRunFactor, 1f); + else + if (BSParam.AvatarWalkVelocityFactor != 1f) + targetVel *= new OMV.Vector3(BSParam.AvatarWalkVelocityFactor, BSParam.AvatarWalkVelocityFactor, 1f); + } + base.m_targetVelocity = targetVel; if (m_moveActor != null) - m_moveActor.SetVelocityAndTarget(RawVelocity, targetVel, false /* inTaintTime */); + m_moveActor.SetVelocityAndTarget(RawVelocity, base.m_targetVelocity, false /* inTaintTime */); } } // Directly setting velocity means this is what the user really wants now. diff --git a/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs b/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs index fcda92c66a..495f752e46 100755 --- a/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs +++ b/OpenSim/Region/PhysicsModules/BulletS/BSParam.cs @@ -135,6 +135,7 @@ public static class BSParam public static bool AvatarToAvatarCollisionsByDefault { get; private set; } public static float AvatarFriction { get; private set; } public static float AvatarStandingFriction { get; private set; } + public static float AvatarWalkVelocityFactor { get; private set; } public static float AvatarAlwaysRunFactor { get; private set; } public static float AvatarDensity { get; private set; } public static float AvatarRestitution { get; private set; } @@ -604,6 +605,8 @@ public static class BSParam 0.2f ), new ParameterDefn("AvatarStandingFriction", "Avatar friction when standing. Changed on avatar recreation.", 0.95f ), + new ParameterDefn("AvatarWalkVelocityFactor", "Speed multiplier if avatar is walking", + 1.0f ), new ParameterDefn("AvatarAlwaysRunFactor", "Speed multiplier if avatar is set to always run", 1.3f ), // For historical reasons, density is reported * 100