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Moved a method GetDefaultVisualParameters from Scene to AvatarAppearance, where it belongs. Better error handling in ScenePresence.CopyFrom.
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@@ -321,12 +321,12 @@ namespace OpenSim.Framework
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+ 0.08f * (float)m_visualparams[77] / 255.0f // Shoe heel height
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+ 0.07f * (float)m_visualparams[78] / 255.0f // Shoe platform height
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+ 0.076f * (float)m_visualparams[148] / 255.0f; // Neck length
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m_hipOffset = (0.615385f // Half of avatar
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m_hipOffset = (0.615385f // Half of avatar
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+ 0.08f * (float)m_visualparams[77] / 255.0f // Shoe heel height
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+ 0.07f * (float)m_visualparams[78] / 255.0f // Shoe platform height
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+ 0.3836f * (float)m_visualparams[125] / 255.0f // Leg length
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- m_avatarHeight / 2) * 0.3f - 0.04f;
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//m_log.Debug(">>>>>>> [APPEARANCE]: Height {0} Hip offset {1}", m_avatarHeight, m_hipOffset);
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//System.Console.WriteLine(">>>>>>> [APPEARANCE]: Height {0} Hip offset {1}" + m_avatarHeight + " " + m_hipOffset);
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//m_log.Debug("------------- Set Appearance Texture ---------------");
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//Primitive.TextureEntryFace[] faces = Texture.FaceTextures;
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//foreach (Primitive.TextureEntryFace face in faces)
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@@ -358,6 +358,17 @@ namespace OpenSim.Framework
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return textu;
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}
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public static byte[] GetDefaultVisualParams()
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{
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byte[] visualParams;
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visualParams = new byte[VISUALPARAM_COUNT];
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for (int i = 0; i < VISUALPARAM_COUNT; i++)
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{
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visualParams[i] = 100;
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}
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return visualParams;
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}
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public override String ToString()
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{
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String s = "[Wearables] =>";
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