For now, disable mechanism to limit avatar animation updates since this causes avatars to never reach the correct animation after some actions.

This reverts to situation where animation updates are made each frame on SP.PhysicsCollisionUpdate (though a packet is only sent if the anim actually changes).
m_updateCount was not being update on various avatar state changes, causing the correct animations to never be sent.
Always setting in HandleAgentUpdate() is not enough since the avatar is continually sending AgentUpdate packets.
One would need to identify all the conditions under which animations need to play out and set m_updateCount appropriately in SP.HandleAgentUpdate()
This commit is contained in:
Justin Clark-Casey (justincc)
2011-12-03 01:47:12 +00:00
parent 0ca8491bbe
commit f08aad8a40
2 changed files with 28 additions and 23 deletions

View File

@@ -399,6 +399,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation
public void UpdateMovementAnimations()
{
CurrentMovementAnimation = DetermineMovementAnimation();
// m_log.DebugFormat(
// "[SCENE PRESENCE ANIMATOR]: Determined animation {0} for {1} in UpdateMovementAnimations()",
// CurrentMovementAnimation, m_scenePresence.Name);
TrySetMovementAnimation(CurrentMovementAnimation);
}