Merge branch 'master' into careminster

Conflicts:
	OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
This commit is contained in:
Melanie
2013-01-02 11:52:37 +00:00
40 changed files with 4620 additions and 1955 deletions

View File

@@ -100,6 +100,7 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
protected float m_ScriptDelayFactor = 1.0f;
protected float m_ScriptDistanceFactor = 1.0f;
protected float m_MinTimerInterval = 0.5f;
protected float m_recoilScaleFactor = 0.0f;
protected DateTime m_timer = DateTime.Now;
protected bool m_waitingForScriptAnswer = false;
@@ -187,6 +188,10 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
// there's an smtp config, so load in the snooze time.
EMAIL_PAUSE_TIME = SMTPConfig.GetInt("email_pause_time", EMAIL_PAUSE_TIME);
}
// Rezzing an object with a velocity can create recoil. This feature seems to have been
// removed from recent versions of SL. The code computes recoil (vel*mass) and scales
// it by this factor. May be zero to turn off recoil all together.
m_recoilScaleFactor = m_ScriptEngine.Config.GetFloat("RecoilScaleFactor", m_recoilScaleFactor);
}
public override Object InitializeLifetimeService()
@@ -3108,11 +3113,15 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
PhysicsActor pa = new_group.RootPart.PhysActor;
//Recoil.
if (pa != null && pa.IsPhysical && (Vector3)vel != Vector3.Zero)
{
float groupmass = new_group.GetMass();
vel *= -groupmass;
llApplyImpulse(vel, 0);
Vector3 recoil = -vel * groupmass * m_recoilScaleFactor;
if (recoil != Vector3.Zero)
{
llApplyImpulse(recoil, 0);
}
}
// Variable script delay? (see (http://wiki.secondlife.com/wiki/LSL_Delay)
return;