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author | UbitUmarov | 2016-10-05 13:17:23 +0100 |
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committer | UbitUmarov | 2016-10-05 13:17:23 +0100 |
commit | 8a3958ad048535ad4f8a752cbd71d9114e53a42b (patch) | |
tree | 111826405ab3795c1aece111bf4f2f08920fed68 /OpenSim/Framework | |
parent | minor cleanup (diff) | |
download | opensim-SC_OLD-8a3958ad048535ad4f8a752cbd71d9114e53a42b.zip opensim-SC_OLD-8a3958ad048535ad4f8a752cbd71d9114e53a42b.tar.gz opensim-SC_OLD-8a3958ad048535ad4f8a752cbd71d9114e53a42b.tar.bz2 opensim-SC_OLD-8a3958ad048535ad4f8a752cbd71d9114e53a42b.tar.xz |
dont let ignored AgentUpdates change their throttles. Apply respective movement to physics on the handling thread, not heartbeat, avoiding missing transitions that should get into physics. Make some usefull sp state flags visible everywhere
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Framework/ISceneAgent.cs | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/OpenSim/Framework/ISceneAgent.cs b/OpenSim/Framework/ISceneAgent.cs index 1848b17..c8424e3 100644 --- a/OpenSim/Framework/ISceneAgent.cs +++ b/OpenSim/Framework/ISceneAgent.cs | |||
@@ -55,6 +55,9 @@ namespace OpenSim.Framework | |||
55 | /// </summary> | 55 | /// </summary> |
56 | bool IsChildAgent { get; } | 56 | bool IsChildAgent { get; } |
57 | 57 | ||
58 | bool IsInTransit { get; } | ||
59 | bool isNPC { get;} | ||
60 | |||
58 | bool Invulnerable { get; set; } | 61 | bool Invulnerable { get; set; } |
59 | /// <summary> | 62 | /// <summary> |
60 | /// Avatar appearance data. | 63 | /// Avatar appearance data. |