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authorTeravus Ovares (Dan Olivares)2009-11-21 06:39:28 -0500
committerTeravus Ovares (Dan Olivares)2009-11-21 06:39:28 -0500
commit247fc00ce7ea99db12334a281cb5fc7802bc024a (patch)
treee4e95080253a51a96b7f461d916b3049a5e85bc5 /OpenSim/Region/Framework/Scenes
parent* Fixes the second of two terse update issues. Physical objects should react ... (diff)
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* Hack to get avatar to land on prim. This is a big nasty hack that tricks the client into thinking you're landing on the terrain. There are some visual artifacts when you land. It's only temporary until we figure out how this broke.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs2
1 files changed, 2 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 1dedcf1..424c25b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -995,6 +995,8 @@ namespace OpenSim.Region.Framework.Scenes
995 995
996 Animator.TrySetMovementAnimation("LAND"); 996 Animator.TrySetMovementAnimation("LAND");
997 SendFullUpdateToAllClients(); 997 SendFullUpdateToAllClients();
998 ControllingClient.SendAvatarTerseUpdate(new SendAvatarTerseData(m_rootRegionHandle, (ushort)(m_scene.TimeDilation * ushort.MaxValue), LocalId,
999 AbsolutePosition, Velocity, -Vector3.UnitZ, m_bodyRot, Vector4.UnitW, m_uuid, null, GetUpdatePriority(ControllingClient)));
998 } 1000 }
999 1001
1000 public void AddNeighbourRegion(ulong regionHandle, string cap) 1002 public void AddNeighbourRegion(ulong regionHandle, string cap)