diff options
Merge branch 'master' of /home/opensim/var/repo/opensim
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 15 |
1 files changed, 10 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index b93b67d..7156137 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1293,11 +1293,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
1293 | // "[SCENE PRESENCE]: In {0} received agent update from {1}", | 1293 | // "[SCENE PRESENCE]: In {0} received agent update from {1}", |
1294 | // Scene.RegionInfo.RegionName, remoteClient.Name); | 1294 | // Scene.RegionInfo.RegionName, remoteClient.Name); |
1295 | 1295 | ||
1296 | //if (IsChildAgent) | 1296 | if (IsChildAgent) |
1297 | //{ | 1297 | { |
1298 | // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); | 1298 | // // m_log.Debug("DEBUG: HandleAgentUpdate: child agent"); |
1299 | // return; | 1299 | return; |
1300 | //} | 1300 | } |
1301 | 1301 | ||
1302 | ++m_movementUpdateCount; | 1302 | ++m_movementUpdateCount; |
1303 | if (m_movementUpdateCount < 1) | 1303 | if (m_movementUpdateCount < 1) |
@@ -3195,7 +3195,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3195 | } | 3195 | } |
3196 | catch { } | 3196 | catch { } |
3197 | 3197 | ||
3198 | Animator.Animations.FromArray(cAgent.Anims); | 3198 | // FIXME: Why is this null check necessary? Where are the cases where we get a null Anims object? |
3199 | if (cAgent.Anims != null) | ||
3200 | Animator.Animations.FromArray(cAgent.Anims); | ||
3199 | 3201 | ||
3200 | if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) | 3202 | if (cAgent.AttachmentObjects != null && cAgent.AttachmentObjects.Count > 0) |
3201 | { | 3203 | { |
@@ -3280,6 +3282,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
3280 | // Event called by the physics plugin to tell the avatar about a collision. | 3282 | // Event called by the physics plugin to tell the avatar about a collision. |
3281 | private void PhysicsCollisionUpdate(EventArgs e) | 3283 | private void PhysicsCollisionUpdate(EventArgs e) |
3282 | { | 3284 | { |
3285 | if (IsChildAgent) | ||
3286 | return; | ||
3287 | |||
3283 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) | 3288 | //if ((Math.Abs(Velocity.X) > 0.1e-9f) || (Math.Abs(Velocity.Y) > 0.1e-9f)) |
3284 | // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( | 3289 | // The Physics Scene will send updates every 500 ms grep: PhysicsActor.SubscribeEvents( |
3285 | // as of this comment the interval is set in AddToPhysicalScene | 3290 | // as of this comment the interval is set in AddToPhysicalScene |