aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim.FxCop
diff options
context:
space:
mode:
authorJustin Clark-Casey (justincc)2011-12-03 01:47:12 +0000
committerJustin Clark-Casey (justincc)2011-12-03 01:47:12 +0000
commitf08aad8a403e18625c01c0b3b4b6d4248476a64b (patch)
tree633857377e66c44f9048f9c75be6eb0e7221f98c /OpenSim.FxCop
parentrefactor: Use just ScenePresenceAnimator.CurrentMovementAnimation rather than... (diff)
downloadopensim-SC-f08aad8a403e18625c01c0b3b4b6d4248476a64b.zip
opensim-SC-f08aad8a403e18625c01c0b3b4b6d4248476a64b.tar.gz
opensim-SC-f08aad8a403e18625c01c0b3b4b6d4248476a64b.tar.bz2
opensim-SC-f08aad8a403e18625c01c0b3b4b6d4248476a64b.tar.xz
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()
Diffstat (limited to 'OpenSim.FxCop')
0 files changed, 0 insertions, 0 deletions