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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ClientStack/Linden/Caps/BunchOfCaps/BunchOfCaps.cs OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs
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@@ -743,6 +743,10 @@ namespace OpenSim.Region.ClientStack.Linden
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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 = (sbyte)InventoryType.Animation;
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@@ -2648,11 +2648,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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AvatarSitResponsePacket avatarSitResponse = new AvatarSitResponsePacket();
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avatarSitResponse.SitObject.ID = TargetID;
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if (CameraAtOffset != Vector3.Zero)
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{
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avatarSitResponse.SitTransform.CameraAtOffset = CameraAtOffset;
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avatarSitResponse.SitTransform.CameraEyeOffset = CameraEyeOffset;
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}
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avatarSitResponse.SitTransform.CameraAtOffset = CameraAtOffset;
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avatarSitResponse.SitTransform.CameraEyeOffset = CameraEyeOffset;
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avatarSitResponse.SitTransform.ForceMouselook = ForceMouseLook;
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avatarSitResponse.SitTransform.AutoPilot = autopilot;
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avatarSitResponse.SitTransform.SitPosition = OffsetPos;
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@@ -5150,15 +5147,14 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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attachPoint = 0;
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Sending terse update to {0} with position {1} in {2}", Name, presence.OffsetPosition, m_scene.Name);
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// attachPoint = presence.State; // Core: commented
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collisionPlane = presence.CollisionPlane;
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velocity = presence.Velocity;
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acceleration = Vector3.Zero;
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// Interestingly, sending this to non-zero will cause the client's avatar to start moving & accelerating
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// in that direction, even though we don't model this on the server. Implementing this in the future
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// may improve movement smoothness.
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// acceleration = new Vector3(1, 0, 0);
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if (sendTexture)
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textureEntry = presence.Appearance.Texture.GetBytes();
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else
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@@ -5278,6 +5274,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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parentID = part.ParentGroup.RootPart.LocalId;
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}
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}
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Sending full update to {0} with position {1} in {2}", Name, data.OffsetPosition, m_scene.Name);
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byte[] objectData = new byte[76];
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@@ -5303,7 +5301,13 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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update.NameValue = Utils.StringToBytes("FirstName STRING RW SV " + data.Firstname + "\nLastName STRING RW SV " +
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data.Lastname + "\nTitle STRING RW SV " + data.Grouptitle);
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update.ObjectData = objectData;
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update.ParentID = parentID;
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SceneObjectPart parentPart = data.ParentPart;
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if (parentPart != null)
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update.ParentID = parentPart.ParentGroup.LocalId;
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else
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update.ParentID = 0;
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update.PathCurve = 16;
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update.PathScaleX = 100;
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update.PathScaleY = 100;
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@@ -13007,6 +13011,10 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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{
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if (p is ScenePresence)
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{
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// m_log.DebugFormat(
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// "[LLCLIENTVIEW]: Immediately sending terse agent update for {0} to {1} in {2}",
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// p.Name, Name, Scene.Name);
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// It turns out to get the agent to stop flying, you have to feed it stop flying velocities
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// There's no explicit message to send the client to tell it to stop flying.. it relies on the
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// velocity, collision plane and avatar height
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