aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Framework/Scenes
diff options
context:
space:
mode:
authorDiva Canto2010-12-13 21:35:40 -0800
committerDiva Canto2010-12-13 21:35:40 -0800
commitb41164b620c9de49baee933728807376838123c5 (patch)
treec34ce8bbaf52f47e22d92142bfc375ac5e24dc15 /OpenSim/Region/Framework/Scenes
parentIt turns out that the 1/2 sec burst for prims download is not a bug, but a fe... (diff)
downloadopensim-SC_OLD-b41164b620c9de49baee933728807376838123c5.zip
opensim-SC_OLD-b41164b620c9de49baee933728807376838123c5.tar.gz
opensim-SC_OLD-b41164b620c9de49baee933728807376838123c5.tar.bz2
opensim-SC_OLD-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 '')
-rw-r--r--OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs9
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs7
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 }