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authorMelanie2010-09-14 22:03:42 +0100
committerMelanie2010-09-14 22:03:42 +0100
commit1212cb0c7442619f47f3937d0d8b7ed0ee5f6090 (patch)
tree776d0ff51f06ad2a30dbbacb7ddfd183766f0344 /OpenSim/Region/Framework/Scenes/ScenePresence.cs
parentFix a small left over buglet and also add checking of the physics actor (diff)
parentFix "show threads" to show threads now being managed by OpenSim.Framework.Wat... (diff)
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Merge branch 'master' into careminster-presence-refactor
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs6
1 files changed, 4 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 6d0ecf0..caf376b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1663,6 +1663,8 @@ namespace OpenSim.Region.Framework.Scenes
1663 } 1663 }
1664 } 1664 }
1665 1665
1666 // If the agent update does move the avatar, then calculate the force ready for the velocity update,
1667 // which occurs later in the main scene loop
1666 if (update_movementflag || (update_rotation && DCFlagKeyPressed)) 1668 if (update_movementflag || (update_rotation && DCFlagKeyPressed))
1667 { 1669 {
1668 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed)); 1670 // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed));
@@ -4294,8 +4296,8 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju
4294 return; 4296 return;
4295 4297
4296 UUID itemID = m_appearance.GetAttachedItem(p); 4298 UUID itemID = m_appearance.GetAttachedItem(p);
4297 UUID assetID = m_appearance.GetAttachedAsset(p);
4298 4299
4300 //UUID assetID = m_appearance.GetAttachedAsset(p);
4299 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down 4301 // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down
4300 // But they're not used anyway, the item is being looked up for now, so let's proceed. 4302 // But they're not used anyway, the item is being looked up for now, so let's proceed.
4301 //if (UUID.Zero == assetID) 4303 //if (UUID.Zero == assetID)
@@ -4333,7 +4335,7 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju
4333 } 4335 }
4334 catch (Exception e) 4336 catch (Exception e)
4335 { 4337 {
4336 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString()); 4338 m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}{1}", e.Message, e.StackTrace);
4337 } 4339 }
4338 } 4340 }
4339 } 4341 }