Intermediate commit. Sill errors.

Merge branch 'master' into careminster

Conflicts:
	OpenSim/Data/SQLite/SQLiteUserProfilesData.cs
	OpenSim/Framework/RegionInfo.cs
	OpenSim/Region/ClientStack/Linden/Caps/EventQueue/EventQueueHelper.cs
	OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
	OpenSim/Services/UserProfilesService/UserProfilesService.cs
This commit is contained in:
Melanie
2014-01-05 20:12:32 +00:00
36 changed files with 11432 additions and 9480 deletions

View File

@@ -321,9 +321,9 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(part.SitTargetAvatar, Is.EqualTo(npcId));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
Assert.That(
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
// Assert.That(
// npc.AbsolutePosition,
// Is.EqualTo(part.AbsolutePosition + part.SitTargetPosition + ScenePresence.SIT_TARGET_ADJUSTMENT));
m_npcMod.Stand(npc.UUID, m_scene);
@@ -335,7 +335,7 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
public void TestSitAndStandWithNoSitTarget()
{
TestHelpers.InMethod();
// log4net.Config.XmlConfigurator.Configure();
// TestHelpers.EnableLogging();
ScenePresence sp = SceneHelpers.AddScenePresence(m_scene, TestHelpers.ParseTail(0x1));
@@ -353,13 +353,11 @@ namespace OpenSim.Region.OptionalModules.World.NPC.Tests
Assert.That(part.SitTargetAvatar, Is.EqualTo(UUID.Zero));
Assert.That(npc.ParentID, Is.EqualTo(part.LocalId));
// FIXME: This is different for live avatars - z position is adjusted. This is half the height of the
// default avatar.
// Curiously, Vector3.ToString() will not display the last two places of the float. For example,
// printing out npc.AbsolutePosition will give <0, 0, 0.8454993> not <0, 0, 0.845499337>
// We should really be using the NPC size but this would mean preserving the physics actor since it is
// removed on sit.
Assert.That(
npc.AbsolutePosition,
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, 0.845499337f)));
Is.EqualTo(part.AbsolutePosition + new Vector3(0, 0, sp.PhysicsActor.Size.Z / 2)));
m_npcMod.Stand(npc.UUID, m_scene);