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authorBrian McBee2008-01-24 02:36:01 +0000
committerBrian McBee2008-01-24 02:36:01 +0000
commit90b35beee7d6e6a3ffb9537fafc3f6c24ce20eed (patch)
tree35ad71e136974c7d6f498b3315d889e6f37aab52 /OpenSim/Region/Environment
parent* This update updates ODE to again use the AMotor to keep the avatar upright ... (diff)
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Another try at fixing the Animations problem on region crossing.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Scenes/ScenePresence.cs5
1 files changed, 4 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/ScenePresence.cs b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
index f37b38b..06b4035 100644
--- a/OpenSim/Region/Environment/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Environment/Scenes/ScenePresence.cs
@@ -332,7 +332,10 @@ namespace OpenSim.Region.Environment.Scenes
332 AbsolutePosition = m_controllingClient.StartPos; 332 AbsolutePosition = m_controllingClient.StartPos;
333 333
334 Animations = new AvatarAnimations(); 334 Animations = new AvatarAnimations();
335 Animations.LoadAnims(); 335 lock (Animations)
336 {
337 Animations.LoadAnims();
338 }
336 339
337 // TODO: m_animations and m_animationSeqs should always be of the same length. 340 // TODO: m_animations and m_animationSeqs should always be of the same length.
338 // Move them into an object to (hopefully) avoid threading issues. 341 // Move them into an object to (hopefully) avoid threading issues.