From 88ead9ee63fe87b16d7c24b3a38bf6567f3166f6 Mon Sep 17 00:00:00 2001
From: Justin Clark-Casey (justincc)
Date: Tue, 24 Nov 2009 17:28:38 +0000
Subject: pass all command parameters to load/save oar, not just the filename
unfortunately, these commands cannot yet be properly relocated to the region
modules due to deficiencies in the region module infrastructure
---
OpenSim/Region/Framework/Scenes/SceneManager.cs | 12 ++++++------
1 file changed, 6 insertions(+), 6 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/SceneManager.cs b/OpenSim/Region/Framework/Scenes/SceneManager.cs
index dfaa7ea..c2e3370 100644
--- a/OpenSim/Region/Framework/Scenes/SceneManager.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneManager.cs
@@ -241,24 +241,24 @@ namespace OpenSim.Region.Framework.Scenes
/// Save the current scene to an OpenSimulator archive. This archive will eventually include the prim's assets
/// as well as the details of the prims themselves.
///
- ///
- public void SaveCurrentSceneToArchive(string filename)
+ ///
+ public void SaveCurrentSceneToArchive(string[] cmdparams)
{
IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface();
if (archiver != null)
- archiver.ArchiveRegion(filename);
+ archiver.HandleSaveOarConsoleCommand(string.Empty, cmdparams);
}
///
/// Load an OpenSim archive into the current scene. This will load both the shapes of the prims and upload
/// their assets to the asset service.
///
- ///
- public void LoadArchiveToCurrentScene(string filename)
+ ///
+ public void LoadArchiveToCurrentScene(string[] cmdparams)
{
IRegionArchiverModule archiver = CurrentOrFirstScene.RequestModuleInterface();
if (archiver != null)
- archiver.DearchiveRegion(filename);
+ archiver.HandleLoadOarConsoleCommand(string.Empty, cmdparams);
}
public string SaveCurrentSceneMapToXmlString()
--
cgit v1.1
From abddb60b8d0aba7b68e2494957aedfec66a772cc Mon Sep 17 00:00:00 2001
From: Teravus Ovares (Dan Olivares)
Date: Wed, 25 Nov 2009 02:51:11 -0500
Subject: * Attempt number 1 to stop the repeating crouch animation that
sometimes happens. * This tries to address it by correcting one potential bug
where it never resets the falltimer. * This tries to address it by telling
Physics that we're not flying this step.. instead of waiting until the next
step when the next agent update comes along.
---
OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 6 ++++++
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 +++
2 files changed, 9 insertions(+)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 2e4c260..da1104a 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -200,7 +200,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
else if (move.Z < 0f)
{
if (actor != null && actor.IsColliding)
+ {
+ //Console.WriteLine("LAND");
return "LAND";
+ }
else
return "HOVER_DOWN";
}
@@ -249,7 +252,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
if (landElapsed <= FALL_DELAY)
+ {
+ m_animTickFall = 0;
return "LAND";
+ }
}
m_animTickFall = 0;
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 5604e3d..33717b1 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1445,7 +1445,10 @@ namespace OpenSim.Region.Framework.Scenes
// nesting this check because LengthSquared() is expensive and we don't
// want to do it every step when flying.
if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
+ {
StopFlying();
+ m_physicsActor.Flying = false;
+ }
}
}
--
cgit v1.1
From a642968fd548e7bb7f3e47e937e209526226d0c0 Mon Sep 17 00:00:00 2001
From: Teravus Ovares (Dan Olivares)
Date: Wed, 25 Nov 2009 04:00:52 -0500
Subject: * Reverting last commit.. because it just made it worse.
---
OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs | 6 ------
OpenSim/Region/Framework/Scenes/ScenePresence.cs | 3 ---
2 files changed, 9 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index da1104a..2e4c260 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -200,10 +200,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
else if (move.Z < 0f)
{
if (actor != null && actor.IsColliding)
- {
- //Console.WriteLine("LAND");
return "LAND";
- }
else
return "HOVER_DOWN";
}
@@ -252,10 +249,7 @@ namespace OpenSim.Region.Framework.Scenes.Animation
float landElapsed = (float)(Environment.TickCount - m_animTickFall) / 1000f;
if (landElapsed <= FALL_DELAY)
- {
- m_animTickFall = 0;
return "LAND";
- }
}
m_animTickFall = 0;
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index 33717b1..5604e3d 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1445,10 +1445,7 @@ namespace OpenSim.Region.Framework.Scenes
// nesting this check because LengthSquared() is expensive and we don't
// want to do it every step when flying.
if ((Velocity.LengthSquared() <= LAND_VELOCITYMAG_MAX))
- {
StopFlying();
- m_physicsActor.Flying = false;
- }
}
}
--
cgit v1.1