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authorMelanie2013-01-31 20:37:58 +0000
committerMelanie2013-01-31 20:37:58 +0000
commitcc1781926b4c49c72977d4ddb16cc583a9ffeb80 (patch)
tree68dc63b18069129fdc1696473a13decc19ca0768 /OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
parentChange keyframe motion to use a single timer for all objects. This is required (diff)
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* Adds a satisfying angular roll when an avatar is flying and turning. (General, not physics). Makes flying not feel as stiff.
Conflicts: OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs5
1 files changed, 3 insertions, 2 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index fd82db7..f2b0160 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -4963,8 +4963,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
4963 // in that direction, even though we don't model this on the server. Implementing this in the future 4963 // in that direction, even though we don't model this on the server. Implementing this in the future
4964 // may improve movement smoothness. 4964 // may improve movement smoothness.
4965// acceleration = new Vector3(1, 0, 0); 4965// acceleration = new Vector3(1, 0, 0);
4966 4966
4967 angularVelocity = Vector3.Zero; 4967 angularVelocity = presence.AngularVelocity;
4968 rotation = presence.Rotation;
4968 4969
4969 if (sendTexture) 4970 if (sendTexture)
4970 textureEntry = presence.Appearance.Texture.GetBytes(); 4971 textureEntry = presence.Appearance.Texture.GetBytes();