From af86e2939c54837d47303668266ca314d405fb37 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Wed, 25 Apr 2012 03:47:26 +0100 Subject: zero out SP velocity before calling SP.Teleport(), as the client expects (though this is also effectively done by physics at the moment) --- .../Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs | 1 + 1 file changed, 1 insertion(+) (limited to 'OpenSim') diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 221e0bd..f094346 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -215,6 +215,7 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer sp.ControllingClient.SendTeleportStart(teleportFlags); sp.ControllingClient.SendLocalTeleport(position, lookAt, teleportFlags); + sp.Velocity = Vector3.Zero; sp.Teleport(position); foreach (SceneObjectGroup grp in sp.GetAttachments()) -- cgit v1.1 From 3be3189ee067b26fa6486535a65a0c0e99a9ef5b Mon Sep 17 00:00:00 2001 From: Melanie Date: Wed, 25 Apr 2012 04:00:01 +0100 Subject: Commit the avination Teleport() methods (adaptedto justincc's changes) --- OpenSim/Region/Framework/Scenes/ScenePresence.cs | 13 ++++++++++++- 1 file changed, 12 insertions(+), 1 deletion(-) (limited to 'OpenSim') diff --git a/OpenSim/Region/Framework/Scenes/ScenePresence.cs b/OpenSim/Region/Framework/Scenes/ScenePresence.cs index 8cb4921..e8178ce 100644 --- a/OpenSim/Region/Framework/Scenes/ScenePresence.cs +++ b/OpenSim/Region/Framework/Scenes/ScenePresence.cs @@ -990,13 +990,24 @@ namespace OpenSim.Region.Framework.Scenes /// public void Teleport(Vector3 pos) { -// m_log.DebugFormat("[SCENE PRESENCE]: Moving {0} to {1} in {2}", Name, pos, Scene.RegionInfo.RegionName); + TeleportWithMomentum(pos, null); + } + public void TeleportWithMomentum(Vector3 pos, Vector3? v) + { bool isFlying = Flying; + Vector3 vel = Velocity; RemoveFromPhysicalScene(); CheckLandingPoint(ref pos); AbsolutePosition = pos; AddToPhysicalScene(isFlying); + if (PhysicsActor != null) + { + if (v.HasValue) + PhysicsActor.SetMomentum((Vector3)v); + else + PhysicsActor.SetMomentum(vel); + } SendTerseUpdateToAllClients(); } -- cgit v1.1