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