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author | Melanie | 2013-02-04 19:21:39 +0000 |
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committer | Melanie | 2013-02-04 19:21:39 +0000 |
commit | 7482ad1c22e44e03c1a36f1d67d862084c20dae6 (patch) | |
tree | 9450dd7cbe79e1d34b6d0519d994b1fd16a253ed /OpenSim/Region/Framework/Scenes | |
parent | Merge branch 'master' into careminster (diff) | |
parent | Merge branch 'master' of ssh://opensimulator.org/var/git/opensim (diff) | |
download | opensim-SC-7482ad1c22e44e03c1a36f1d67d862084c20dae6.zip opensim-SC-7482ad1c22e44e03c1a36f1d67d862084c20dae6.tar.gz opensim-SC-7482ad1c22e44e03c1a36f1d67d862084c20dae6.tar.bz2 opensim-SC-7482ad1c22e44e03c1a36f1d67d862084c20dae6.tar.xz |
Merge branch 'master' into careminster
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 5 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/UuidGatherer.cs | 10 |
2 files changed, 10 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 6005f07..c352465 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -2517,7 +2517,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2517 | 2517 | ||
2518 | ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID); | 2518 | ParentPart = m_scene.GetSceneObjectPart(m_requestedSitTargetID); |
2519 | ParentID = m_requestedSitTargetID; | 2519 | ParentID = m_requestedSitTargetID; |
2520 | 2520 | m_AngularVelocity = Vector3.Zero; | |
2521 | Velocity = Vector3.Zero; | 2521 | Velocity = Vector3.Zero; |
2522 | RemoveFromPhysicalScene(); | 2522 | RemoveFromPhysicalScene(); |
2523 | 2523 | ||
@@ -2533,7 +2533,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2533 | 2533 | ||
2534 | public void HandleAgentSitOnGround() | 2534 | public void HandleAgentSitOnGround() |
2535 | { | 2535 | { |
2536 | // m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick. | 2536 | // m_updateCount = 0; // Kill animation update burst so that the SIT_G.. will stick.. |
2537 | m_AngularVelocity = Vector3.Zero; | ||
2537 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); | 2538 | Animator.TrySetMovementAnimation("SIT_GROUND_CONSTRAINED"); |
2538 | SitGround = true; | 2539 | SitGround = true; |
2539 | RemoveFromPhysicalScene(); | 2540 | RemoveFromPhysicalScene(); |
diff --git a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs index 2279e62..b09ae39 100644 --- a/OpenSim/Region/Framework/Scenes/UuidGatherer.cs +++ b/OpenSim/Region/Framework/Scenes/UuidGatherer.cs | |||
@@ -127,7 +127,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
127 | /// within this object). | 127 | /// within this object). |
128 | /// </remarks> | 128 | /// </remarks> |
129 | /// <param name="sceneObject">The scene object for which to gather assets</param> | 129 | /// <param name="sceneObject">The scene object for which to gather assets</param> |
130 | /// <param name="assetUuids">The assets gathered</param> | 130 | /// <param name="assetUuids"> |
131 | /// A dictionary which is populated with the asset UUIDs gathered and the type of that asset. | ||
132 | /// For assets where the type is not clear (e.g. UUIDs extracted from LSL and notecards), the type is Unknown. | ||
133 | /// </param> | ||
131 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) | 134 | public void GatherAssetUuids(SceneObjectGroup sceneObject, IDictionary<UUID, AssetType> assetUuids) |
132 | { | 135 | { |
133 | // m_log.DebugFormat( | 136 | // m_log.DebugFormat( |
@@ -257,8 +260,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
257 | UUID uuid = new UUID(uuidMatch.Value); | 260 | UUID uuid = new UUID(uuidMatch.Value); |
258 | // m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); | 261 | // m_log.DebugFormat("[ARCHIVER]: Recording {0} in text", uuid); |
259 | 262 | ||
260 | // Assume AssetIDs embedded are textures. | 263 | // Embedded asset references (if not false positives) could be for many types of asset, so we will |
261 | assetUuids[uuid] = AssetType.Texture; | 264 | // label these as unknown. |
265 | assetUuids[uuid] = AssetType.Unknown; | ||
262 | } | 266 | } |
263 | } | 267 | } |
264 | } | 268 | } |