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authorUbitUmarov2012-02-11 17:48:49 +0000
committerUbitUmarov2012-02-11 17:48:49 +0000
commit09f6647aa37be99191263a20a98a5b992f62a3de (patch)
treed707ce79bd4ce474def7f92d048421c610913470 /OpenSim/Region/Framework/Scenes
parentUbitODE: replace 'taints' by 'changes' for avatars also. This provides better... (diff)
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scenepresence change! in standup() give avatar a physical actor after deciding the new position. This reduces a bit the odds of it being still coliding with object.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r--OpenSim/Region/Framework/Scenes/ScenePresence.cs10
1 files changed, 10 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index c7c90da..9100c29 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1814,8 +1814,11 @@ namespace OpenSim.Region.Framework.Scenes
1814// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name); 1814// m_log.DebugFormat("[SCENE PRESENCE]: StandUp() for {0}", Name);
1815 1815
1816 SitGround = false; 1816 SitGround = false;
1817
1818/* move this down so avatar gets physical in the new position and not where it is siting
1817 if (PhysicsActor == null) 1819 if (PhysicsActor == null)
1818 AddToPhysicalScene(false); 1820 AddToPhysicalScene(false);
1821 */
1819 1822
1820 if (ParentID != 0) 1823 if (ParentID != 0)
1821 { 1824 {
@@ -1850,6 +1853,10 @@ namespace OpenSim.Region.Framework.Scenes
1850 ParentPosition = Vector3.Zero; 1853 ParentPosition = Vector3.Zero;
1851 1854
1852 ParentID = 0; 1855 ParentID = 0;
1856
1857 if (PhysicsActor == null)
1858 AddToPhysicalScene(false);
1859
1853 SendAvatarDataToAllAgents(); 1860 SendAvatarDataToAllAgents();
1854 m_requestedSitTargetID = 0; 1861 m_requestedSitTargetID = 0;
1855 1862
@@ -1857,6 +1864,9 @@ namespace OpenSim.Region.Framework.Scenes
1857 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK); 1864 part.ParentGroup.TriggerScriptChangedEvent(Changed.LINK);
1858 } 1865 }
1859 1866
1867 else if (PhysicsActor == null)
1868 AddToPhysicalScene(false);
1869
1860 Animator.TrySetMovementAnimation("STAND"); 1870 Animator.TrySetMovementAnimation("STAND");
1861 } 1871 }
1862 1872