diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 7 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneGraph.cs | 10 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 6 | ||||
-rw-r--r-- | OpenSim/Region/Framework/Scenes/ScenePresence.cs | 6 |
4 files changed, 14 insertions, 15 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index 0e1b4b1..abec699 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -1348,11 +1348,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
1348 | if (m_frame % m_update_presences == 0) | 1348 | if (m_frame % m_update_presences == 0) |
1349 | m_sceneGraph.UpdatePresences(); | 1349 | m_sceneGraph.UpdatePresences(); |
1350 | 1350 | ||
1351 | <<<<<<< HEAD:OpenSim/Region/Framework/Scenes/Scene.cs | ||
1351 | // Update SceneObjectGroups that have scheduled themselves for updates | 1352 | // Update SceneObjectGroups that have scheduled themselves for updates |
1352 | // Objects queue their updates onto all scene presences | 1353 | // Objects queue their updates onto all scene presences |
1353 | if (m_frame % m_update_objects == 0) | 1354 | if (m_frame % m_update_objects == 0) |
1354 | m_sceneGraph.UpdateObjectGroups(); | 1355 | m_sceneGraph.UpdateObjectGroups(); |
1355 | 1356 | ||
1357 | ======= | ||
1358 | // Coarse locations relate to positions of green dots on the mini-map (on a SecondLife client) | ||
1359 | >>>>>>> master:OpenSim/Region/Framework/Scenes/Scene.cs | ||
1356 | if (m_frame % m_update_coarse_locations == 0) | 1360 | if (m_frame % m_update_coarse_locations == 0) |
1357 | { | 1361 | { |
1358 | List<Vector3> coarseLocations; | 1362 | List<Vector3> coarseLocations; |
@@ -1370,9 +1374,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
1370 | m_sceneGraph.UpdatePreparePhysics(); | 1374 | m_sceneGraph.UpdatePreparePhysics(); |
1371 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); | 1375 | physicsMS2 = Util.EnvironmentTickCountSubtract(tmpPhysicsMS2); |
1372 | 1376 | ||
1377 | // Apply any pending avatar force input to the avatar's velocity | ||
1373 | if (m_frame % m_update_entitymovement == 0) | 1378 | if (m_frame % m_update_entitymovement == 0) |
1374 | m_sceneGraph.UpdateScenePresenceMovement(); | 1379 | m_sceneGraph.UpdateScenePresenceMovement(); |
1375 | 1380 | ||
1381 | // Perform the main physics update. This will do the actual work of moving objects and avatars according to their | ||
1382 | // velocity | ||
1376 | int tmpPhysicsMS = Util.EnvironmentTickCount(); | 1383 | int tmpPhysicsMS = Util.EnvironmentTickCount(); |
1377 | if (m_frame % m_update_physics == 0) | 1384 | if (m_frame % m_update_physics == 0) |
1378 | { | 1385 | { |
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs index 6246400..9c3486e 100644 --- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs +++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs | |||
@@ -568,16 +568,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
568 | m_parentScene.AttachmentsModule.DetachSingleAttachmentToGround(group.UUID, remoteClient); | 568 | m_parentScene.AttachmentsModule.DetachSingleAttachmentToGround(group.UUID, remoteClient); |
569 | } | 569 | } |
570 | 570 | ||
571 | protected internal void DetachObject(uint objectLocalID, IClientAPI remoteClient) | ||
572 | { | ||
573 | SceneObjectGroup group = GetGroupByPrim(objectLocalID); | ||
574 | if (group != null) | ||
575 | { | ||
576 | //group.DetachToGround(); | ||
577 | m_parentScene.AttachmentsModule.ShowDetachInUserInventory(group.GetFromItemID(), remoteClient); | ||
578 | } | ||
579 | } | ||
580 | |||
581 | protected internal void HandleUndo(IClientAPI remoteClient, UUID primId) | 571 | protected internal void HandleUndo(IClientAPI remoteClient, UUID primId) |
582 | { | 572 | { |
583 | if (primId != UUID.Zero) | 573 | if (primId != UUID.Zero) |
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 37630e0..5b610d3 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | |||
@@ -1796,9 +1796,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1796 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); | 1796 | m_scene.PhysicsScene.AddPhysicsActorTaint(m_rootPart.PhysActor); |
1797 | } | 1797 | } |
1798 | } | 1798 | } |
1799 | // m_log.DebugFormat( | 1799 | // m_log.DebugFormat( |
1800 | // "[SCENE]: Storing {0}, {1} in {2}", | 1800 | // "[SCENE]: Storing {0}, {1} in {2}", |
1801 | // Name, UUID, m_scene.RegionInfo.RegionName); | 1801 | // Name, UUID, m_scene.RegionInfo.RegionName); |
1802 | 1802 | ||
1803 | SceneObjectGroup backup_group = Copy(false); | 1803 | SceneObjectGroup backup_group = Copy(false); |
1804 | backup_group.RootPart.Velocity = RootPart.Velocity; | 1804 | backup_group.RootPart.Velocity = RootPart.Velocity; |
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 6d0ecf0..caf376b 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) |
@@ -4333,7 +4335,7 @@ if (m_animator.m_jumping) force.Z = m_animator.m_jumpVelocity; // add for ju | |||
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 | } |