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Merge branch 'master' into careminster
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@@ -210,8 +210,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Inventory.Archiver
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Guid id, string firstName, string lastName, string invPath, string pass, string savePath,
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Dictionary<string, object> options)
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{
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if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, savePath))
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return false;
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// if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, savePath))
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// return false;
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if (m_scenes.Count > 0)
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{
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@@ -158,8 +158,10 @@ namespace OpenSim.Region.CoreModules.World.Archiver
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else
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path = DEFAULT_OAR_BACKUP_FILENAME;
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if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, path))
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return;
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// Not doing this right now as this causes some problems with auto-backup systems. Maybe a force flag is
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// needed
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// if (!ConsoleUtil.CheckFileDoesNotExist(MainConsole.Instance, path))
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// return;
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ArchiveRegion(path, options);
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}
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@@ -532,7 +532,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (PhysicsActor != null)
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{
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m_velocity = PhysicsActor.Velocity;
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m_velocity = PhysicsActor.TargetVelocity;
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// m_log.DebugFormat(
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// "[SCENE PRESENCE]: Set velocity {0} for {1} in {2} via getting Velocity!",
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@@ -340,6 +340,12 @@ namespace OpenSim.Region.Physics.Manager
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/// Getting this returns the velocity calculated by physics scene updates, using factors such as target velocity,
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/// time to accelerate and collisions.
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/// </remarks>
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public virtual Vector3 TargetVelocity
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{
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get { return Velocity; }
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set { Velocity = value; }
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}
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public abstract Vector3 Velocity { get; set; }
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public abstract Vector3 Torque { get; set; }
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