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authorMelanie Thielker2008-08-04 15:19:10 +0000
committerMelanie Thielker2008-08-04 15:19:10 +0000
commit244a9282d0b74773dd21df396604b6b0b3c9813f (patch)
treefb08e543db245b6b5305c82a7fee3b452c722e7f
parentUpdate svn properties. Remove some bin directories in source tree. (diff)
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Addresses Mantis #1886
Forces the landmark and menu flags to be always set, like in previous releases. This will cause the parcel based restriction on setting landmarks to have no effect, until it is implemented properly
-rw-r--r--OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs6
-rw-r--r--OpenSim/Region/Environment/Modules/World/Land/LandObject.cs11
2 files changed, 11 insertions, 6 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs
index 44f9a93..6b82994 100644
--- a/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs
+++ b/OpenSim/Region/Environment/Modules/World/Estate/EstateManagementModule.cs
@@ -761,8 +761,10 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
761 if (m_scene.RegionInfo.RegionSettings.Sandbox) 761 if (m_scene.RegionInfo.RegionSettings.Sandbox)
762 flags |= Simulator.RegionFlags.Sandbox; 762 flags |= Simulator.RegionFlags.Sandbox;
763 763
764 // Handled in LandObject.cs: AllowLandmark 764 // Fudge these to always on, so the menu options activate
765 // Handled in LandObject.cs: AllowSetHome 765 //
766 flags |= Simulator.RegionFlags.AllowLandmark;
767 flags |= Simulator.RegionFlags.AllowSetHome;
766 768
767 // TODO: SkipUpdateInterestList 769 // TODO: SkipUpdateInterestList
768 770
diff --git a/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs b/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs
index 8abfcf8..15a68c1 100644
--- a/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs
+++ b/OpenSim/Region/Environment/Modules/World/Land/LandObject.cs
@@ -165,10 +165,13 @@ namespace OpenSim.Region.Environment.Modules.World.Land
165 uint regionFlags = 336723974 & ~((uint)(Simulator.RegionFlags.AllowLandmark | Simulator.RegionFlags.AllowSetHome)); 165 uint regionFlags = 336723974 & ~((uint)(Simulator.RegionFlags.AllowLandmark | Simulator.RegionFlags.AllowSetHome));
166 if (estateModule != null) 166 if (estateModule != null)
167 regionFlags = estateModule.GetRegionFlags(); 167 regionFlags = estateModule.GetRegionFlags();
168 if ((landData.Flags & (uint)Parcel.ParcelFlags.AllowLandmark) != 0) 168
169 regionFlags |= (uint)Simulator.RegionFlags.AllowLandmark; 169 // In a perfect world, this would have worked.
170 if (landData.OwnerID == remote_client.AgentId) 170 //
171 regionFlags |= (uint)Simulator.RegionFlags.AllowSetHome; 171// if ((landData.Flags & (uint)Parcel.ParcelFlags.AllowLandmark) != 0)
172// regionFlags |= (uint)Simulator.RegionFlags.AllowLandmark;
173// if (landData.OwnerID == remote_client.AgentId)
174// regionFlags |= (uint)Simulator.RegionFlags.AllowSetHome;
172 remote_client.SendLandProperties(remote_client, sequence_id, 175 remote_client.SendLandProperties(remote_client, sequence_id,
173 snap_selection, request_result, landData, 176 snap_selection, request_result, landData,
174 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus, 177 (float)m_scene.RegionInfo.RegionSettings.ObjectBonus,