From 0daece6f2b8c14f9de02aabfa136135161083bc2 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Thu, 10 Nov 2011 23:15:03 +0100
Subject: Fix turn left and turn right properly. Works for both built-ins and
 LSL AOs

---
 .../Framework/Scenes/Animation/ScenePresenceAnimator.cs | 17 +++++++++++------
 OpenSim/Region/Framework/Scenes/ScenePresence.cs        |  5 +++++
 2 files changed, 16 insertions(+), 6 deletions(-)

(limited to 'OpenSim')

diff --git a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
index 05cdf61..4cf854e 100644
--- a/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
+++ b/OpenSim/Region/Framework/Scenes/Animation/ScenePresenceAnimator.cs
@@ -180,12 +180,17 @@ namespace OpenSim.Region.Framework.Scenes.Animation
             bool heldBack = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_AT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_AT_NEG);
             bool heldLeft = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_POS || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_POS);
             bool heldRight = ((controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_LEFT_NEG || (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_NUDGE_LEFT_NEG);
-            //bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
-            //bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
+            bool heldTurnLeft = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_LEFT;
+            bool heldTurnRight = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT) == AgentManager.ControlFlags.AGENT_CONTROL_TURN_RIGHT;
             bool heldUp = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_POS) == AgentManager.ControlFlags.AGENT_CONTROL_UP_POS;
             bool heldDown = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG) == AgentManager.ControlFlags.AGENT_CONTROL_UP_NEG;
             //bool flying = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_FLY) == AgentManager.ControlFlags.AGENT_CONTROL_FLY;
             //bool mouselook = (controlFlags & AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK) == AgentManager.ControlFlags.AGENT_CONTROL_MOUSELOOK;
+            if (heldForward || heldBack || heldLeft || heldRight || heldUp || heldDown)
+            {
+                heldTurnLeft = false;
+                heldTurnRight = false;
+            }
 
             // Direction in which the avatar is trying to move
             Vector3 move = Vector3.Zero;
@@ -363,10 +368,10 @@ namespace OpenSim.Region.Framework.Scenes.Animation
                 // Not walking
                 if (move.Z < 0)
                     return "CROUCH";
-//                else if (heldTurnLeft)
-//                    return "TURNLEFT";
-//                else if (heldTurnRight)
-//                    return "TURNRIGHT";
+                else if (heldTurnLeft)
+                    return "TURNLEFT";
+                else if (heldTurnRight)
+                    return "TURNRIGHT";
                 else
                     return "STAND";
             }
diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
index e662492..fdf944b 100644
--- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs
+++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs
@@ -1387,6 +1387,11 @@ namespace OpenSim.Region.Framework.Scenes
             if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_AT_POS) != 0)
                 m_updateCount = UPDATE_COUNT;
 
+            // Make turning in place work
+            if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_POS) != 0 ||
+                (flags & AgentManager.ControlFlags.AGENT_CONTROL_YAW_NEG) != 0)
+                m_updateCount = UPDATE_COUNT;
+
             if ((flags & AgentManager.ControlFlags.AGENT_CONTROL_STAND_UP) != 0)
             {
                 StandUp();
-- 
cgit v1.1


From a5838cf0a689facd58bc17f11ed6c312ef541aab Mon Sep 17 00:00:00 2001
From: Melanie
Date: Fri, 11 Nov 2011 00:28:12 +0000
Subject: Prevent linking objects while they are deeded. On unlinking deeded
 objects, set LastOwnerID properly so the parts cannot be transferred,
 circumventing no trans perms

---
 OpenSim/Region/Framework/Scenes/SceneGraph.cs | 23 +++++++++++++++++++----
 1 file changed, 19 insertions(+), 4 deletions(-)

(limited to 'OpenSim')

diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index b2e5dc3..743fd50 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1661,6 +1661,13 @@ namespace OpenSim.Region.Framework.Scenes
         /// <param name="childPrims"></param>
         protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
         {
+            SceneObjectGroup parentGroup = root.ParentGroup;
+            if (parentGroup == null) return;
+
+            // Cowardly refuse to link to a group owned root
+            if (parentGroup.OwnerID == parentGroup.GroupID)
+                return;
+
             Monitor.Enter(m_updateLock);
             try
             {
@@ -1683,11 +1690,14 @@ namespace OpenSim.Region.Framework.Scenes
 
                 foreach (SceneObjectGroup child in childGroups)
                 {
-                    parentGroup.LinkToGroup(child);
+                    if (parentGroup.OwnerID == child.OwnerID)
+                    {
+                        parentGroup.LinkToGroup(child);
 
-                    // this is here so physics gets updated!
-                    // Don't remove!  Bad juju!  Stay away! or fix physics!
-                    child.AbsolutePosition = child.AbsolutePosition;
+                        // this is here so physics gets updated!
+                        // Don't remove!  Bad juju!  Stay away! or fix physics!
+                        child.AbsolutePosition = child.AbsolutePosition;
+                    }
                 }
 
                 // We need to explicitly resend the newly link prim's object properties since no other actions
@@ -1725,9 +1735,14 @@ namespace OpenSim.Region.Framework.Scenes
                         if (part.ParentGroup.PrimCount != 1) // Skip single
                         {
                             if (part.LinkNum < 2) // Root
+                            {
                                 rootParts.Add(part);
+                            }
                             else
+                            {
+                                part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
                                 childParts.Add(part);
+                            }
 
                             SceneObjectGroup group = part.ParentGroup;
                             if (!affectedGroups.Contains(group))
-- 
cgit v1.1