diff options
author | Diva Canto | 2010-12-13 21:35:40 -0800 |
---|---|---|
committer | Diva Canto | 2010-12-13 21:35:40 -0800 |
commit | b41164b620c9de49baee933728807376838123c5 (patch) | |
tree | c34ce8bbaf52f47e22d92142bfc375ac5e24dc15 /OpenSim | |
parent | It turns out that the 1/2 sec burst for prims download is not a bug, but a fe... (diff) | |
download | opensim-SC-b41164b620c9de49baee933728807376838123c5.zip opensim-SC-b41164b620c9de49baee933728807376838123c5.tar.gz opensim-SC-b41164b620c9de49baee933728807376838123c5.tar.bz2 opensim-SC-b41164b620c9de49baee933728807376838123c5.tar.xz |
This seems to get rid of the stuck PREJUMP animation, as reported by Justin in -dev. Also in this commit, a slight adjustment to the Velocity of SP -- this makes the avie walking feel less jerky for me. Will wait reports from others.
Diffstat (limited to 'OpenSim')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 9 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 7 |
2 files changed, 13 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs index b8cdfc4..4865481 100644 --- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs +++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | |||
@@ -233,6 +233,11 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
233 | // Falling long enough to trigger the animation | 233 | // Falling long enough to trigger the animation |
234 | return "FALLDOWN"; | 234 | return "FALLDOWN"; |
235 | } | 235 | } |
236 | else if (m_animTickJump == -1) | ||
237 | { | ||
238 | m_animTickJump = 0; | ||
239 | return "STAND"; | ||
240 | } | ||
236 | 241 | ||
237 | return m_movementAnimation; | 242 | return m_movementAnimation; |
238 | } | 243 | } |
@@ -279,6 +284,8 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
279 | m_animTickJump = -1; | 284 | m_animTickJump = -1; |
280 | return "JUMP"; | 285 | return "JUMP"; |
281 | } | 286 | } |
287 | else | ||
288 | return "JUMP"; | ||
282 | } | 289 | } |
283 | else | 290 | else |
284 | { | 291 | { |
@@ -307,7 +314,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation | |||
307 | 314 | ||
308 | #endregion Ground Movement | 315 | #endregion Ground Movement |
309 | 316 | ||
310 | return m_movementAnimation; | 317 | //return m_movementAnimation; |
311 | } | 318 | } |
312 | 319 | ||
313 | /// <summary> | 320 | /// <summary> |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 30c9365..221f3bc 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -3203,8 +3203,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
3203 | Vector3 force = m_forceToApply.Value; | 3203 | Vector3 force = m_forceToApply.Value; |
3204 | 3204 | ||
3205 | m_updateflag = true; | 3205 | m_updateflag = true; |
3206 | // movementvector = force; | 3206 | |
3207 | Velocity = force; | 3207 | // The magic constant 0.855f seems to make walking feel less jerky, |
3208 | // probably because it hackishly accounts for the overall latency of | ||
3209 | // these Velocity updates -- Diva | ||
3210 | Velocity = force * .855F; | ||
3208 | 3211 | ||
3209 | m_forceToApply = null; | 3212 | m_forceToApply = null; |
3210 | } | 3213 | } |