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authorUbitUmarov2012-03-09 01:53:58 +0000
committerUbitUmarov2012-03-09 01:53:58 +0000
commit05cdf9bda910ced0da29474b8b40a58e8a423d69 (patch)
treef436b0dbfe714f50bc8bf6491e6e0e576b9ac744
parentHold a ref to the prim we're sat on rather than querying scene each time (diff)
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more changes in undo/redo. Basicly moved control to llclientview.cs. later we can move back to a dispatcher function on SOG that handles the several cases( in a viwer independent way (?)) and calls current exec funtions. made cosmetic changes replacing decimals by hexs so bits are easier to read. Changed behavour of case 12 and 28 ( 0x0c and 0x1c) to make identical to 0x0d and 0x1d ( scale only and scale plus position). DOn't see 12 and 28 in use... cases 1c and 1d still broken
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs221
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs62
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs4
3 files changed, 187 insertions, 100 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index f835e56..c7fc827 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -11518,183 +11518,269 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11518// } 11518// }
11519 11519
11520 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation; 11520 UpdatePrimGroupRotation handlerUpdatePrimGroupRotation;
11521 UpdateVector handlerUpdatePrimGroupScale;
11522
11523 Quaternion arot;
11524 Vector3 ascale;
11525 Vector3 apos;
11526/*ubit from ll JIRA:
11527 * 0x01 position
11528 * 0x02 rotation
11529 * 0x04 scale
11530
11531 * 0x08 LINK_SET
11532 * 0x10 UNIFORM for scale
11533 */
11534
11521 11535
11522 switch (block.Type) 11536 switch (block.Type)
11523 { 11537 {
11524 case 1: 11538 case 1: //change position sp
11525 Vector3 pos1 = new Vector3(block.Data, 0); 11539 apos = new Vector3(block.Data, 0);
11526 11540
11527 UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11541 UpdateVector handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition;
11528 if (handlerUpdatePrimSinglePosition != null) 11542 if (handlerUpdatePrimSinglePosition != null)
11529 { 11543 {
11544 part.StoreUndoState();
11545 part.IgnoreUndoUpdate = true;
11546
11530 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11547 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11531 handlerUpdatePrimSinglePosition(localId, pos1, this); 11548 handlerUpdatePrimSinglePosition(localId, apos, this);
11549
11550 part.IgnoreUndoUpdate = false;
11532 } 11551 }
11533 break; 11552 break;
11534 11553
11535 case 2: 11554 case 2: // rotation sp
11536 Quaternion rot1 = new Quaternion(block.Data, 0, true); 11555 arot = new Quaternion(block.Data, 0, true);
11537 11556
11538 UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation; 11557 UpdatePrimSingleRotation handlerUpdatePrimSingleRotation = OnUpdatePrimSingleRotation;
11539 if (handlerUpdatePrimSingleRotation != null) 11558 if (handlerUpdatePrimSingleRotation != null)
11540 { 11559 {
11541 // m_log.Info("new tab rotation is " + rot1.X + " , " + rot1.Y + " , " + rot1.Z + " , " + rot1.W); 11560 part.StoreUndoState();
11542 handlerUpdatePrimSingleRotation(localId, rot1, this); 11561 part.IgnoreUndoUpdate = true;
11562
11563 handlerUpdatePrimSingleRotation(localId, arot, this);
11564
11565 part.IgnoreUndoUpdate = false;
11543 } 11566 }
11544 break; 11567 break;
11545 11568
11546 case 3: 11569 case 3: // position plus rotation
11547 Vector3 rotPos = new Vector3(block.Data, 0); 11570 apos = new Vector3(block.Data, 0);
11548 Quaternion rot2 = new Quaternion(block.Data, 12, true); 11571 arot = new Quaternion(block.Data, 12, true);
11549 11572
11550 UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition; 11573 UpdatePrimSingleRotationPosition handlerUpdatePrimSingleRotationPosition = OnUpdatePrimSingleRotationPosition;
11551 if (handlerUpdatePrimSingleRotationPosition != null) 11574 if (handlerUpdatePrimSingleRotationPosition != null)
11552 { 11575 {
11553 // m_log.Debug("new mouse rotation position is " + rotPos.X + " , " + rotPos.Y + " , " + rotPos.Z); 11576 part.StoreUndoState();
11554 // m_log.Info("new mouse rotation is " + rot2.X + " , " + rot2.Y + " , " + rot2.Z + " , " + rot2.W); 11577 part.IgnoreUndoUpdate = true;
11555 handlerUpdatePrimSingleRotationPosition(localId, rot2, rotPos, this); 11578
11579 handlerUpdatePrimSingleRotationPosition(localId, arot, apos, this);
11580
11581 part.IgnoreUndoUpdate = false;
11556 } 11582 }
11557 break; 11583 break;
11558 11584
11559 case 4: 11585 case 4: // scale sp
11560 case 20: 11586 case 0x14: // uniform scale sp
11561 Vector3 scale4 = new Vector3(block.Data, 0); 11587 ascale = new Vector3(block.Data, 0);
11562 11588
11563 UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale; 11589 UpdateVector handlerUpdatePrimScale = OnUpdatePrimScale;
11564 if (handlerUpdatePrimScale != null) 11590 if (handlerUpdatePrimScale != null)
11565 { 11591 {
11566 // m_log.Debug("new scale is " + scale4.X + " , " + scale4.Y + " , " + scale4.Z); 11592 part.StoreUndoState();
11567 handlerUpdatePrimScale(localId, scale4, this); 11593 part.IgnoreUndoUpdate = true;
11594
11595 handlerUpdatePrimScale(localId, ascale, this);
11596
11597 part.IgnoreUndoUpdate = false;
11568 } 11598 }
11569 break; 11599 break;
11570 11600
11571 case 5: 11601 case 5: // scale and position sp
11572 Vector3 scale1 = new Vector3(block.Data, 12); 11602 apos = new Vector3(block.Data, 0);
11573 Vector3 pos11 = new Vector3(block.Data, 0); 11603 ascale = new Vector3(block.Data, 12);
11604
11574 11605
11575 handlerUpdatePrimScale = OnUpdatePrimScale; 11606 handlerUpdatePrimScale = OnUpdatePrimScale;
11576 if (handlerUpdatePrimScale != null) 11607 if (handlerUpdatePrimScale != null)
11577 { 11608 {
11578 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11609 part.StoreUndoState();
11579 handlerUpdatePrimScale(localId, scale1, this); 11610 part.IgnoreUndoUpdate = true;
11611
11612 handlerUpdatePrimScale(localId, ascale, this);
11580 11613
11581 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11614 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition;
11615
11582 if (handlerUpdatePrimSinglePosition != null) 11616 if (handlerUpdatePrimSinglePosition != null)
11583 { 11617 {
11584 handlerUpdatePrimSinglePosition(localId, pos11, this); 11618 handlerUpdatePrimSinglePosition(localId, apos, this);
11585 } 11619 }
11620 part.IgnoreUndoUpdate = false;
11586 } 11621 }
11587 break; 11622 break;
11588 11623
11589 case 9: 11624 case 0x15: //uniform scale and position
11590 Vector3 pos2 = new Vector3(block.Data, 0); 11625 apos = new Vector3(block.Data, 0);
11626 ascale = new Vector3(block.Data, 12);
11627
11628
11629 handlerUpdatePrimScale = OnUpdatePrimScale;
11630 if (handlerUpdatePrimScale != null)
11631 {
11632 part.StoreUndoState(false);
11633 part.IgnoreUndoUpdate = true;
11634
11635 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11636 handlerUpdatePrimScale(localId, ascale, this);
11637 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition;
11638 if (handlerUpdatePrimSinglePosition != null)
11639 {
11640 handlerUpdatePrimSinglePosition(localId, apos, this);
11641 }
11642
11643 part.IgnoreUndoUpdate = false;
11644 }
11645 break;
11646
11647// now group related (bit 4)
11648 case 9: //( 8 + 1 )group position
11649 apos = new Vector3(block.Data, 0);
11591 11650
11592 UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition; 11651 UpdateVector handlerUpdateVector = OnUpdatePrimGroupPosition;
11593 11652
11594 if (handlerUpdateVector != null) 11653 if (handlerUpdateVector != null)
11595 { 11654 {
11596 handlerUpdateVector(localId, pos2, this); 11655 part.StoreUndoState(true);
11656 part.IgnoreUndoUpdate = true;
11657
11658 handlerUpdateVector(localId, apos, this);
11659
11660 part.IgnoreUndoUpdate = false;
11597 } 11661 }
11598 break; 11662 break;
11599 11663
11600 case 10: 11664 case 0x0A: // (8 + 2) group rotation
11601 Quaternion rot3 = new Quaternion(block.Data, 0, true); 11665 arot = new Quaternion(block.Data, 0, true);
11602 11666
11603 UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation; 11667 UpdatePrimRotation handlerUpdatePrimRotation = OnUpdatePrimGroupRotation;
11604 if (handlerUpdatePrimRotation != null) 11668 if (handlerUpdatePrimRotation != null)
11605 { 11669 {
11606 // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W); 11670 // Console.WriteLine("new rotation is " + rot3.X + " , " + rot3.Y + " , " + rot3.Z + " , " + rot3.W);
11607 handlerUpdatePrimRotation(localId, rot3, this); 11671 part.StoreUndoState(true);
11672 part.IgnoreUndoUpdate = true;
11673
11674 handlerUpdatePrimRotation(localId, arot, this);
11675
11676 part.IgnoreUndoUpdate = false;
11608 } 11677 }
11609 break; 11678 break;
11610 11679
11611 case 11: 11680 case 0x0B: //( 8 + 2 + 1) group rotation and position
11612 Vector3 pos3 = new Vector3(block.Data, 0); 11681 apos = new Vector3(block.Data, 0);
11613 Quaternion rot4 = new Quaternion(block.Data, 12, true); 11682 arot = new Quaternion(block.Data, 12, true);
11614 11683
11615 handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation; 11684 handlerUpdatePrimGroupRotation = OnUpdatePrimGroupMouseRotation;
11616 if (handlerUpdatePrimGroupRotation != null) 11685 if (handlerUpdatePrimGroupRotation != null)
11617 { 11686 {
11618 // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11687 // m_log.Debug("new rotation position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11619 // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W); 11688 // m_log.Debug("new group mouse rotation is " + rot4.X + " , " + rot4.Y + " , " + rot4.Z + " , " + rot4.W);
11620 handlerUpdatePrimGroupRotation(localId, pos3, rot4, this); 11689 part.StoreUndoState(true);
11690 part.IgnoreUndoUpdate = true;
11691
11692 handlerUpdatePrimGroupRotation(localId, apos, arot, this);
11693
11694 part.IgnoreUndoUpdate = false;
11621 } 11695 }
11622 break; 11696 break;
11623 case 12:
11624 case 28:
11625 Vector3 scale7 = new Vector3(block.Data, 0);
11626 11697
11627 UpdateVector handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11698 case 0x0C: // (8 + 4) group scale
11628 if (handlerUpdatePrimGroupScale != null) 11699 // only afects root prim and only sent by viewer editor object tab scaling
11700 // mouse edition only allows uniform scaling
11701 // SL MAY CHANGE THIS in viewers
11702
11703 ascale = new Vector3(block.Data, 0);
11704
11705 handlerUpdatePrimScale = OnUpdatePrimScale;
11706 if (handlerUpdatePrimScale != null)
11629 { 11707 {
11630 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z); 11708 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
11631 handlerUpdatePrimGroupScale(localId, scale7, this); 11709 part.StoreUndoState(false); // <- SL Exception make it apply to root prim and not group
11710 part.IgnoreUndoUpdate = true;
11711
11712 handlerUpdatePrimScale(localId, ascale, this);
11713
11714 part.IgnoreUndoUpdate = false;
11632 } 11715 }
11633 break; 11716 break;
11634 11717
11635 case 13: 11718 case 0x0D: //(8 + 4 + 1) group scale and position
11636 Vector3 scale2 = new Vector3(block.Data, 12); 11719 // exception as above
11637 Vector3 pos4 = new Vector3(block.Data, 0);
11638 11720
11721 apos = new Vector3(block.Data, 0);
11722 ascale = new Vector3(block.Data, 12);
11723
11639 handlerUpdatePrimScale = OnUpdatePrimScale; 11724 handlerUpdatePrimScale = OnUpdatePrimScale;
11640 if (handlerUpdatePrimScale != null) 11725 if (handlerUpdatePrimScale != null)
11641 { 11726 {
11642 //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11727 //m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11643 handlerUpdatePrimScale(localId, scale2, this); 11728 part.StoreUndoState(false); // <- make it apply to root prim and not group
11729 part.IgnoreUndoUpdate = true;
11730
11731 handlerUpdatePrimScale(localId, ascale, this);
11644 11732
11645 // Change the position based on scale (for bug number 246) 11733 // Change the position based on scale (for bug number 246)
11646 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11734 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition;
11647 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z); 11735 // m_log.Debug("new movement position is " + pos.X + " , " + pos.Y + " , " + pos.Z);
11648 if (handlerUpdatePrimSinglePosition != null) 11736 if (handlerUpdatePrimSinglePosition != null)
11649 { 11737 {
11650 handlerUpdatePrimSinglePosition(localId, pos4, this); 11738 handlerUpdatePrimSinglePosition(localId, apos, this);
11651 } 11739 }
11740
11741 part.IgnoreUndoUpdate = false;
11652 } 11742 }
11653 break; 11743 break;
11654 11744
11655 case 29: 11745 case 0x1C: // (0x10 + 8 + 4 ) group scale UNIFORM
11656 Vector3 scale5 = new Vector3(block.Data, 12); 11746 ascale = new Vector3(block.Data, 0);
11657 Vector3 pos5 = new Vector3(block.Data, 0);
11658 11747
11659 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale; 11748 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale;
11660 if (handlerUpdatePrimGroupScale != null) 11749 if (handlerUpdatePrimGroupScale != null)
11661 { 11750 {
11662 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11751 // m_log.Debug("new scale is " + scale7.X + " , " + scale7.Y + " , " + scale7.Z);
11663 part.StoreUndoState(true); 11752 part.StoreUndoState(true);
11664 part.IgnoreUndoUpdate = true; 11753 part.IgnoreUndoUpdate = true;
11665 handlerUpdatePrimGroupScale(localId, scale5, this);
11666 handlerUpdateVector = OnUpdatePrimGroupPosition;
11667 11754
11668 if (handlerUpdateVector != null) 11755 handlerUpdatePrimGroupScale(localId, ascale, this);
11669 {
11670 handlerUpdateVector(localId, pos5, this);
11671 }
11672 11756
11673 part.IgnoreUndoUpdate = false; 11757 part.IgnoreUndoUpdate = false;
11674 } 11758 }
11675
11676 break; 11759 break;
11677 11760
11678 case 21: 11761 case 0x1D: // (UNIFORM + GROUP + SCALE + POS)
11679 Vector3 scale6 = new Vector3(block.Data, 12); 11762 apos = new Vector3(block.Data, 0);
11680 Vector3 pos6 = new Vector3(block.Data, 0); 11763 Vector3 scale5 = new Vector3(block.Data, 12);
11764
11681 11765
11682 handlerUpdatePrimScale = OnUpdatePrimScale; 11766 handlerUpdatePrimGroupScale = OnUpdatePrimGroupScale;
11683 if (handlerUpdatePrimScale != null) 11767 if (handlerUpdatePrimGroupScale != null)
11684 { 11768 {
11685 part.StoreUndoState(false); 11769 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z);
11770 part.StoreUndoState(true);
11686 part.IgnoreUndoUpdate = true; 11771 part.IgnoreUndoUpdate = true;
11687 11772
11688 // m_log.Debug("new scale is " + scale.X + " , " + scale.Y + " , " + scale.Z); 11773 handlerUpdatePrimGroupScale(localId, scale5, this);
11689 handlerUpdatePrimScale(localId, scale6, this); 11774 handlerUpdateVector = OnUpdatePrimGroupPosition;
11690 handlerUpdatePrimSinglePosition = OnUpdatePrimSinglePosition; 11775
11691 if (handlerUpdatePrimSinglePosition != null) 11776 if (handlerUpdateVector != null)
11692 { 11777 {
11693 handlerUpdatePrimSinglePosition(localId, pos6, this); 11778 handlerUpdateVector(localId, apos, this);
11694 } 11779 }
11695 11780
11696 part.IgnoreUndoUpdate = false; 11781 part.IgnoreUndoUpdate = false;
11697 } 11782 }
11783
11698 break; 11784 break;
11699 11785
11700 default: 11786 default:
@@ -11704,6 +11790,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11704 11790
11705// for (int j = 0; j < parts.Length; j++) 11791// for (int j = 0; j < parts.Length; j++)
11706// parts[j].IgnoreUndoUpdate = false; 11792// parts[j].IgnoreUndoUpdate = false;
11793
11707 } 11794 }
11708 } 11795 }
11709 } 11796 }
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 038eaa4..2d71372 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -1569,7 +1569,7 @@ namespace OpenSim.Region.Framework.Scenes
1569// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}", 1569// "[SCENE OBJECT GROUP]: Processing OnGrabPart for {0} on {1} {2}, offsetPos {3}",
1570// remoteClient.Name, part.Name, part.LocalId, offsetPos); 1570// remoteClient.Name, part.Name, part.LocalId, offsetPos);
1571 1571
1572 part.StoreUndoState(); 1572// part.StoreUndoState();
1573 part.OnGrab(offsetPos, remoteClient); 1573 part.OnGrab(offsetPos, remoteClient);
1574 } 1574 }
1575 1575
@@ -3119,7 +3119,7 @@ namespace OpenSim.Region.Framework.Scenes
3119 { 3119 {
3120// m_log.DebugFormat( 3120// m_log.DebugFormat(
3121// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale); 3121// "[SCENE OBJECT GROUP]: Group resizing {0} {1} from {2} to {3}", Name, LocalId, RootPart.Scale, scale);
3122 RootPart.StoreUndoState(true); 3122// RootPart.StoreUndoState(true);
3123 3123
3124 scale.X = Math.Min(scale.X, Scene.m_maxNonphys); 3124 scale.X = Math.Min(scale.X, Scene.m_maxNonphys);
3125 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys); 3125 scale.Y = Math.Min(scale.Y, Scene.m_maxNonphys);
@@ -3230,7 +3230,7 @@ namespace OpenSim.Region.Framework.Scenes
3230 3230
3231 if (obPart.UUID != m_rootPart.UUID) 3231 if (obPart.UUID != m_rootPart.UUID)
3232 { 3232 {
3233 obPart.IgnoreUndoUpdate = true; 3233// obPart.IgnoreUndoUpdate = true;
3234 3234
3235 Vector3 currentpos = new Vector3(obPart.OffsetPosition); 3235 Vector3 currentpos = new Vector3(obPart.OffsetPosition);
3236 currentpos.X *= x; 3236 currentpos.X *= x;
@@ -3245,7 +3245,7 @@ namespace OpenSim.Region.Framework.Scenes
3245 obPart.Resize(newSize); 3245 obPart.Resize(newSize);
3246 obPart.UpdateOffSet(currentpos); 3246 obPart.UpdateOffSet(currentpos);
3247 3247
3248 obPart.IgnoreUndoUpdate = false; 3248// obPart.IgnoreUndoUpdate = false;
3249 } 3249 }
3250 3250
3251// obPart.IgnoreUndoUpdate = false; 3251// obPart.IgnoreUndoUpdate = false;
@@ -3270,7 +3270,7 @@ namespace OpenSim.Region.Framework.Scenes
3270 { 3270 {
3271// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos); 3271// m_log.DebugFormat("[SCENE OBJECT GROUP]: Updating group position on {0} {1} to {2}", Name, LocalId, pos);
3272 3272
3273 RootPart.StoreUndoState(true); 3273// RootPart.StoreUndoState(true);
3274 3274
3275// SceneObjectPart[] parts = m_parts.GetArray(); 3275// SceneObjectPart[] parts = m_parts.GetArray();
3276// for (int i = 0; i < parts.Length; i++) 3276// for (int i = 0; i < parts.Length; i++)
@@ -3311,17 +3311,17 @@ namespace OpenSim.Region.Framework.Scenes
3311 { 3311 {
3312 SceneObjectPart part = GetChildPart(localID); 3312 SceneObjectPart part = GetChildPart(localID);
3313 3313
3314 SceneObjectPart[] parts = m_parts.GetArray(); 3314// SceneObjectPart[] parts = m_parts.GetArray();
3315 for (int i = 0; i < parts.Length; i++) 3315// for (int i = 0; i < parts.Length; i++)
3316 parts[i].StoreUndoState(); 3316// parts[i].StoreUndoState();
3317 3317
3318 if (part != null) 3318 if (part != null)
3319 { 3319 {
3320// m_log.DebugFormat( 3320// m_log.DebugFormat(
3321// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos); 3321// "[SCENE OBJECT GROUP]: Updating single position of {0} {1} to {2}", part.Name, part.LocalId, pos);
3322 3322
3323 part.StoreUndoState(false); 3323// part.StoreUndoState(false);
3324 part.IgnoreUndoUpdate = true; 3324// part.IgnoreUndoUpdate = true;
3325 3325
3326// unlock parts position change 3326// unlock parts position change
3327 if (m_rootPart.PhysActor != null) 3327 if (m_rootPart.PhysActor != null)
@@ -3340,7 +3340,7 @@ namespace OpenSim.Region.Framework.Scenes
3340 m_rootPart.PhysActor.Building = false; 3340 m_rootPart.PhysActor.Building = false;
3341 3341
3342 HasGroupChanged = true; 3342 HasGroupChanged = true;
3343 part.IgnoreUndoUpdate = false; 3343// part.IgnoreUndoUpdate = false;
3344 } 3344 }
3345 } 3345 }
3346 3346
@@ -3377,16 +3377,16 @@ namespace OpenSim.Region.Framework.Scenes
3377 } 3377 }
3378 3378
3379 //We have to set undoing here because otherwise an undo state will be saved 3379 //We have to set undoing here because otherwise an undo state will be saved
3380 if (!m_rootPart.Undoing) 3380// if (!m_rootPart.Undoing)
3381 { 3381// {
3382 m_rootPart.Undoing = true; 3382// m_rootPart.Undoing = true;
3383 AbsolutePosition = newPos;
3384 m_rootPart.Undoing = false;
3385 }
3386 else
3387 {
3388 AbsolutePosition = newPos; 3383 AbsolutePosition = newPos;
3389 } 3384// m_rootPart.Undoing = false;
3385// }
3386// else
3387// {
3388// AbsolutePosition = newPos;
3389// }
3390 3390
3391 HasGroupChanged = true; 3391 HasGroupChanged = true;
3392 if (m_rootPart.Undoing) 3392 if (m_rootPart.Undoing)
@@ -3416,9 +3416,9 @@ namespace OpenSim.Region.Framework.Scenes
3416// for (int i = 0; i < parts.Length; i++) 3416// for (int i = 0; i < parts.Length; i++)
3417// parts[i].StoreUndoState(); 3417// parts[i].StoreUndoState();
3418 3418
3419 m_rootPart.StoreUndoState(true); 3419// m_rootPart.StoreUndoState(true);
3420 3420
3421 m_rootPart.UpdateRotation(rot); 3421// m_rootPart.UpdateRotation(rot);
3422 3422
3423 PhysicsActor actor = m_rootPart.PhysActor; 3423 PhysicsActor actor = m_rootPart.PhysActor;
3424 if (actor != null) 3424 if (actor != null)
@@ -3445,8 +3445,8 @@ namespace OpenSim.Region.Framework.Scenes
3445// for (int i = 0; i < parts.Length; i++) 3445// for (int i = 0; i < parts.Length; i++)
3446// parts[i].StoreUndoState(); 3446// parts[i].StoreUndoState();
3447 3447
3448 RootPart.StoreUndoState(true); 3448// RootPart.StoreUndoState(true);
3449 RootPart.IgnoreUndoUpdate = true; 3449// RootPart.IgnoreUndoUpdate = true;
3450 3450
3451 m_rootPart.UpdateRotation(rot); 3451 m_rootPart.UpdateRotation(rot);
3452 3452
@@ -3462,7 +3462,7 @@ namespace OpenSim.Region.Framework.Scenes
3462 HasGroupChanged = true; 3462 HasGroupChanged = true;
3463 ScheduleGroupForTerseUpdate(); 3463 ScheduleGroupForTerseUpdate();
3464 3464
3465 RootPart.IgnoreUndoUpdate = false; 3465// RootPart.IgnoreUndoUpdate = false;
3466 } 3466 }
3467 3467
3468 /// <summary> 3468 /// <summary>
@@ -3511,8 +3511,8 @@ namespace OpenSim.Region.Framework.Scenes
3511// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}", 3511// "[SCENE OBJECT GROUP]: Updating single position and rotation of {0} {1} to {2}",
3512// part.Name, part.LocalId, rot); 3512// part.Name, part.LocalId, rot);
3513 3513
3514 part.StoreUndoState(); 3514// part.StoreUndoState();
3515 part.IgnoreUndoUpdate = true; 3515// part.IgnoreUndoUpdate = true;
3516 3516
3517 if (m_rootPart.PhysActor != null) 3517 if (m_rootPart.PhysActor != null)
3518 m_rootPart.PhysActor.Building = true; 3518 m_rootPart.PhysActor.Building = true;
@@ -3541,7 +3541,7 @@ namespace OpenSim.Region.Framework.Scenes
3541 if (m_rootPart.PhysActor != null) 3541 if (m_rootPart.PhysActor != null)
3542 m_rootPart.PhysActor.Building = false; 3542 m_rootPart.PhysActor.Building = false;
3543 3543
3544 part.IgnoreUndoUpdate = false; 3544// part.IgnoreUndoUpdate = false;
3545 } 3545 }
3546 } 3546 }
3547 3547
@@ -3557,7 +3557,7 @@ namespace OpenSim.Region.Framework.Scenes
3557 3557
3558 Quaternion axRot = rot; 3558 Quaternion axRot = rot;
3559 Quaternion oldParentRot = m_rootPart.RotationOffset; 3559 Quaternion oldParentRot = m_rootPart.RotationOffset;
3560 m_rootPart.StoreUndoState(); 3560// m_rootPart.StoreUndoState();
3561 3561
3562 //Don't use UpdateRotation because it schedules an update prematurely 3562 //Don't use UpdateRotation because it schedules an update prematurely
3563 m_rootPart.RotationOffset = rot; 3563 m_rootPart.RotationOffset = rot;
@@ -3573,7 +3573,7 @@ namespace OpenSim.Region.Framework.Scenes
3573 SceneObjectPart prim = parts[i]; 3573 SceneObjectPart prim = parts[i];
3574 if (prim.UUID != m_rootPart.UUID) 3574 if (prim.UUID != m_rootPart.UUID)
3575 { 3575 {
3576 prim.IgnoreUndoUpdate = true; 3576// prim.IgnoreUndoUpdate = true;
3577 3577
3578 Quaternion NewRot = oldParentRot * prim.RotationOffset; 3578 Quaternion NewRot = oldParentRot * prim.RotationOffset;
3579 NewRot = Quaternion.Inverse(axRot) * NewRot; 3579 NewRot = Quaternion.Inverse(axRot) * NewRot;
@@ -3585,7 +3585,7 @@ namespace OpenSim.Region.Framework.Scenes
3585 axPos *= Quaternion.Inverse(axRot); 3585 axPos *= Quaternion.Inverse(axRot);
3586 prim.OffsetPosition = axPos; 3586 prim.OffsetPosition = axPos;
3587 3587
3588 prim.IgnoreUndoUpdate = false; 3588// prim.IgnoreUndoUpdate = false;
3589 } 3589 }
3590 } 3590 }
3591 3591
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 8dd2c76..4ba04c1 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -828,7 +828,7 @@ namespace OpenSim.Region.Framework.Scenes
828 828
829 set 829 set
830 { 830 {
831 StoreUndoState(); 831// StoreUndoState();
832 m_rotationOffset = value; 832 m_rotationOffset = value;
833 833
834 PhysicsActor actor = PhysActor; 834 PhysicsActor actor = PhysActor;
@@ -1007,7 +1007,7 @@ namespace OpenSim.Region.Framework.Scenes
1007 { 1007 {
1008 if (m_shape != null) 1008 if (m_shape != null)
1009 { 1009 {
1010 StoreUndoState(); 1010// StoreUndoState();
1011 1011
1012 m_shape.Scale = value; 1012 m_shape.Scale = value;
1013 1013