diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/ScenePresence.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 10 |
1 files changed, 6 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 6d0ecf0..ed92d86 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs | |||
@@ -1663,6 +1663,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
1663 | } | 1663 | } |
1664 | } | 1664 | } |
1665 | 1665 | ||
1666 | // If the agent update does move the avatar, then calculate the force ready for the velocity update, | ||
1667 | // which occurs later in the main scene loop | ||
1666 | if (update_movementflag || (update_rotation && DCFlagKeyPressed)) | 1668 | if (update_movementflag || (update_rotation && DCFlagKeyPressed)) |
1667 | { | 1669 | { |
1668 | // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed)); | 1670 | // m_log.DebugFormat("{0} {1}", update_movementflag, (update_rotation && DCFlagKeyPressed)); |
@@ -4294,8 +4296,8 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju | |||
4294 | return; | 4296 | return; |
4295 | 4297 | ||
4296 | UUID itemID = m_appearance.GetAttachedItem(p); | 4298 | UUID itemID = m_appearance.GetAttachedItem(p); |
4297 | UUID assetID = m_appearance.GetAttachedAsset(p); | ||
4298 | 4299 | ||
4300 | //UUID assetID = m_appearance.GetAttachedAsset(p); | ||
4299 | // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down | 4301 | // For some reason assetIDs are being written as Zero's in the DB -- need to track tat down |
4300 | // But they're not used anyway, the item is being looked up for now, so let's proceed. | 4302 | // But they're not used anyway, the item is being looked up for now, so let's proceed. |
4301 | //if (UUID.Zero == assetID) | 4303 | //if (UUID.Zero == assetID) |
@@ -4328,12 +4330,12 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju | |||
4328 | } | 4330 | } |
4329 | 4331 | ||
4330 | m_log.InfoFormat( | 4332 | m_log.InfoFormat( |
4331 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {2} ({3})", | 4333 | "[ATTACHMENT]: Rezzed attachment in point {0} from item {1} and asset {3}", |
4332 | p, itemID, assetID, asset); | 4334 | p, itemID, asset); |
4333 | } | 4335 | } |
4334 | catch (Exception e) | 4336 | catch (Exception e) |
4335 | { | 4337 | { |
4336 | m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}", e.ToString()); | 4338 | m_log.ErrorFormat("[ATTACHMENT]: Unable to rez attachment: {0}{1}", e.Message, e.StackTrace); |
4337 | } | 4339 | } |
4338 | } | 4340 | } |
4339 | } | 4341 | } |