Gird mode in sugilite should now work in so far as you should be able to login and move between regions in the same instance. Moving to regions in a different instance of opensim still needs implementing (working on it now).

Also trying to look at the map in grid mode will crash the server.
This commit is contained in:
MW
2007-07-10 17:56:31 +00:00
parent 9f5f65c847
commit 7f03246653
19 changed files with 162 additions and 109 deletions

View File

@@ -124,7 +124,7 @@ namespace OpenSim.Region.Environment.Scenes
Wearables = AvatarWearable.DefaultWearables;
Animations = new ScenePresence.AvatarAnimations();
Animations.LoadAnims();
this.avatarAppearanceTexture = new LLObject.TextureEntry(new LLUUID("00000000-0000-0000-5005-000000000005"));
//register for events
@@ -160,7 +160,7 @@ namespace OpenSim.Region.Environment.Scenes
{
this.Velocity = new LLVector3(0, 0, 0);
this.Pos = new LLVector3(128, 128, 70);
}
}
@@ -276,25 +276,31 @@ namespace OpenSim.Region.Environment.Scenes
{
this.AddNewMovement(agent_control_v3, q);
}
UpdateMovementAnimations(update_movementflag);
UpdateMovementAnimations(update_movementflag);
}
protected void UpdateMovementAnimations(bool update_movementflag)
{
if (update_movementflag)
{
if (movementflag != 0) {
if (this._physActor.Flying) {
this.SendAnimPack(Animations.AnimsLLUUID["FLY"], 1);
} else {
this.SendAnimPack(Animations.AnimsLLUUID["WALK"], 1);
}
} else {
this.SendAnimPack(Animations.AnimsLLUUID["STAND"], 1);
}
}
}
protected void UpdateMovementAnimations(bool update_movementflag)
{
if (update_movementflag)
{
if (movementflag != 0)
{
if (this._physActor.Flying)
{
this.SendAnimPack(Animations.AnimsLLUUID["FLY"], 1);
}
else
{
this.SendAnimPack(Animations.AnimsLLUUID["WALK"], 1);
}
}
else
{
this.SendAnimPack(Animations.AnimsLLUUID["STAND"], 1);
}
}
}
protected void AddNewMovement(Vector3 vec, Quaternion rotation)
@@ -423,13 +429,13 @@ namespace OpenSim.Region.Environment.Scenes
/// <param name="seq"></param>
public void SendAnimPack(LLUUID animID, int seq)
{
this.current_anim = animID;
this.anim_seq = anim_seq;
List<ScenePresence> avatars = this.m_world.RequestAvatarList();
for (int i = 0; i < avatars.Count; i++)
{
avatars[i].ControllingClient.SendAnimation(animID, seq, this.ControllingClient.AgentId);
}
this.current_anim = animID;
this.anim_seq = anim_seq;
List<ScenePresence> avatars = this.m_world.RequestAvatarList();
for (int i = 0; i < avatars.Count; i++)
{
avatars[i].ControllingClient.SendAnimation(animID, seq, this.ControllingClient.AgentId);
}
}
/// <summary>
@@ -437,7 +443,7 @@ namespace OpenSim.Region.Environment.Scenes
/// </summary>
public void SendAnimPack()
{
this.SendAnimPack(this.current_anim, this.anim_seq);
this.SendAnimPack(this.current_anim, this.anim_seq);
}
#endregion
@@ -506,7 +512,7 @@ namespace OpenSim.Region.Environment.Scenes
if (res)
{
this.MakeChildAgent();
this.ControllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.InternalEndPoint );
this.ControllingClient.CrossRegion(neighbourHandle, newpos, vel, neighbourRegion.InternalEndPoint);
}
}
}