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authorMW2007-12-07 17:23:11 +0000
committerMW2007-12-07 17:23:11 +0000
commite23290eff67ec2b19cffa3a555deef0a63511358 (patch)
treeec1bed4d0571eca6099ec4de2453a2f8e293824f /OpenSim/Region/Environment/Scenes/InnerScene.cs
parentThis small patch means that the inventoryserver for grid mode now (diff)
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Avatar Appearance refactoring /changes. Added a AvatarAppearance class, each ScenePresence "has" a AvatarAppearance object. All the ScenePresences in a opensim related to one user (so a user's various ScenePresence's in all the regions in that instance) share the same AvatarAppearance object. This means that a user's avatar should appear correctly (to both that user and other users) no matter what border crossing or teleporting they have done.
Note: this mainly improves Standalone mode, as in grid mode the appearance data isn't passed between region servers. Although people should notice a improvement when moving between regions in the same instance.
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs4
1 files changed, 2 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index 501f519..5335b6f 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -161,11 +161,11 @@ namespace OpenSim.Region.Environment.Scenes
161 } 161 }
162 } 162 }
163 163
164 public ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarWearable[] wearables, byte[] visualParams) 164 public ScenePresence CreateAndAddScenePresence(IClientAPI client, bool child, AvatarAppearance appearance)
165 { 165 {
166 ScenePresence newAvatar = null; 166 ScenePresence newAvatar = null;
167 167
168 newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, visualParams, wearables); 168 newAvatar = new ScenePresence(client, m_parentScene, m_regInfo, appearance);
169 newAvatar.IsChildAgent = child; 169 newAvatar.IsChildAgent = child;
170 170
171 if (child) 171 if (child)