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authorRobert Adams2014-01-11 08:52:23 -0800
committerRobert Adams2014-01-11 08:52:23 -0800
commit1cf17a3cf7322b79d44ef80b9129c975f0cf4f6f (patch)
tree125392101f83c8e7cb239848ae7a6cc12595b1a2 /OpenSim/Region/ClientStack
parentMerge branch 'master' into varregion (diff)
parentFix crash in BulletSim which sometimes happens making a linkset physical (diff)
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Merge branch 'master' into varregion
Conflicts: OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs OpenSim/Region/Framework/Scenes/SceneBase.cs OpenSim/Services/Interfaces/IGridService.cs OpenSim/Services/LLLoginService/LLLoginResponse.cs (conflicts were debug statements that are commented out in master branch)
Diffstat (limited to 'OpenSim/Region/ClientStack')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs27
1 files changed, 18 insertions, 9 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index 739e202..6861f5b 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -3606,7 +3606,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
3606 3606
3607 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance); 3607 AvatarAppearancePacket avp = (AvatarAppearancePacket)PacketPool.Instance.GetPacket(PacketType.AvatarAppearance);
3608 // TODO: don't create new blocks if recycling an old packet 3608 // TODO: don't create new blocks if recycling an old packet
3609 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[218]; 3609 avp.VisualParam = new AvatarAppearancePacket.VisualParamBlock[visualParams.Length];
3610 avp.ObjectData.TextureEntry = textureEntry; 3610 avp.ObjectData.TextureEntry = textureEntry;
3611 3611
3612 AvatarAppearancePacket.VisualParamBlock avblock = null; 3612 AvatarAppearancePacket.VisualParamBlock avblock = null;
@@ -5070,11 +5070,15 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5070 // excessive up and down movements of the camera when looking up and down. 5070 // excessive up and down movements of the camera when looking up and down.
5071 // See http://opensimulator.org/mantis/view.php?id=3274 5071 // See http://opensimulator.org/mantis/view.php?id=3274
5072 // This does not affect head movement, since this is controlled entirely by camera movement rather than 5072 // This does not affect head movement, since this is controlled entirely by camera movement rather than
5073 // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes 5073 // body rotation. We still need to transmit X and Y for sitting avatars but mouselook does not change
5074 // effect, not the avatar rotation. 5074 // the rotation in this case.
5075 rotation = presence.Rotation; 5075 rotation = presence.Rotation;
5076 rotation.X = 0; 5076
5077 rotation.Y = 0; 5077 if (!presence.IsSatOnObject)
5078 {
5079 rotation.X = 0;
5080 rotation.Y = 0;
5081 }
5078 5082
5079 if (sendTexture) 5083 if (sendTexture)
5080 textureEntry = presence.Appearance.Texture.GetBytes(); 5084 textureEntry = presence.Appearance.Texture.GetBytes();
@@ -5197,11 +5201,16 @@ namespace OpenSim.Region.ClientStack.LindenUDP
5197 // excessive up and down movements of the camera when looking up and down. 5201 // excessive up and down movements of the camera when looking up and down.
5198 // See http://opensimulator.org/mantis/view.php?id=3274 5202 // See http://opensimulator.org/mantis/view.php?id=3274
5199 // This does not affect head movement, since this is controlled entirely by camera movement rather than 5203 // This does not affect head movement, since this is controlled entirely by camera movement rather than
5200 // body rotation. It does not affect sitting avatar since it's the sitting part rotation that takes 5204 // body rotation. We still need to transmit X and Y for sitting avatars but mouselook does not change
5201 // effect, not the avatar rotation. 5205 // the rotation in this case.
5202 Quaternion rot = data.Rotation; 5206 Quaternion rot = data.Rotation;
5203 rot.X = 0; 5207
5204 rot.Y = 0; 5208 if (!data.IsSatOnObject)
5209 {
5210 rot.X = 0;
5211 rot.Y = 0;
5212 }
5213
5205 rot.ToBytes(objectData, 52); 5214 rot.ToBytes(objectData, 52);
5206 //data.AngularVelocity.ToBytes(objectData, 64); 5215 //data.AngularVelocity.ToBytes(objectData, 64);
5207 5216