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Merge branch 'vehicles'
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@@ -99,17 +99,21 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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m_localID = localID;
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m_itemID = itemID;
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m_ScriptDelayFactor = m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
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m_ScriptDistanceFactor = m_ScriptEngine.Config.GetFloat("ScriptDistanceLimitFactor", 1.0f);
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m_MinTimerInterval = m_ScriptEngine.Config.GetFloat("MinTimerInterval", 0.5f);
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m_automaticLinkPermission = m_ScriptEngine.Config.GetBoolean("AutomaticLinkPermission", false);
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m_scriptConsoleChannel = m_ScriptEngine.Config.GetInt("ScriptConsoleChannel", 0);
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m_scriptConsoleChannelEnabled = (m_scriptConsoleChannel != 0);
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m_notecardLineReadCharsMax = m_ScriptEngine.Config.GetInt("NotecardLineReadCharsMax", 255);
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m_ScriptDelayFactor =
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m_ScriptEngine.Config.GetFloat("ScriptDelayFactor", 1.0f);
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m_ScriptDistanceFactor =
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m_ScriptEngine.Config.GetFloat("ScriptDistanceLimitFactor", 1.0f);
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m_MinTimerInterval =
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m_ScriptEngine.Config.GetFloat("MinTimerInterval", 0.5f);
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m_automaticLinkPermission =
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m_ScriptEngine.Config.GetBoolean("AutomaticLinkPermission", false);
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m_notecardLineReadCharsMax =
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m_ScriptEngine.Config.GetInt("NotecardLineReadCharsMax", 255);
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if (m_notecardLineReadCharsMax > 65535)
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m_notecardLineReadCharsMax = 65535;
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m_TransferModule = m_ScriptEngine.World.RequestModuleInterface<IMessageTransferModule>();
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m_TransferModule =
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m_ScriptEngine.World.RequestModuleInterface<IMessageTransferModule>();
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m_UrlModule = m_ScriptEngine.World.RequestModuleInterface<IUrlModule>();
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if (m_UrlModule != null)
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{
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@@ -1979,7 +1983,9 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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{
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part.UpdateRotation(rot);
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// Update rotation does not move the object in the physics scene if it's a linkset.
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part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
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//KF: Do NOT use this next line if using ODE physics engine. This need a switch based on .ini Phys Engine type
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// part.ParentGroup.AbsolutePosition = part.ParentGroup.AbsolutePosition;
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}
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/// <summary>
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@@ -6763,15 +6769,12 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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// try to let this work as in SL...
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if (part.ParentID == 0)
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{
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// special case: If we are root, rotate
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// complete SOG to new rotation
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// special case: If we are root, rotate complete SOG to new rotation
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SetRot(part, Rot2Quaternion(q));
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}
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else
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{
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// we are a child. The rotation values
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// will be set to the one of root modified
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// by rot, as in SL. Don't ask.
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// we are a child. The rotation values will be set to the one of root modified by rot, as in SL. Don't ask.
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SceneObjectGroup group = part.ParentGroup;
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if (group != null) // a bit paranoid, maybe
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{
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