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authorJustin Clark-Casey (justincc)2011-07-19 03:38:22 +0100
committerJustin Clark-Casey (justincc)2011-07-19 03:38:22 +0100
commit7c468cda360b9a9382986c3a029b799fd49bf898 (patch)
tree1abc41267041a08aa2d6462a0652ce4a1de94753 /OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
parentfix undo when resizing of non-root individual prims in a linkset (diff)
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Stop undo of just the root prim position in the linkset from shifting the whole linkset.
However, what happens now is that undo just doesn't do anything when the root prim is selected on its own. This requires more code than just fiddling with undo states.
Diffstat (limited to 'OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs')
-rw-r--r--OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
index a34ad62..00115cc 100644
--- a/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
+++ b/OpenSim/Region/ClientStack/Linden/UDP/LLClientView.cs
@@ -11224,8 +11224,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11224 if (multipleupdate.AgentData.SessionID != SessionId) 11224 if (multipleupdate.AgentData.SessionID != SessionId)
11225 return false; 11225 return false;
11226 11226
11227// m_log.DebugFormat( 11227 m_log.DebugFormat(
11228// "[CLIENT]: Incoming MultipleObjectUpdatePacket contained {0} blocks", multipleupdate.ObjectData.Length); 11228 "[CLIENT]: Incoming MultipleObjectUpdatePacket contained {0} blocks", multipleupdate.ObjectData.Length);
11229 11229
11230 Scene tScene = (Scene)m_scene; 11230 Scene tScene = (Scene)m_scene;
11231 11231
@@ -11247,9 +11247,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
11247 } 11247 }
11248 else 11248 else
11249 { 11249 {
11250// m_log.DebugFormat( 11250 m_log.DebugFormat(
11251// "[CLIENT]: Processing block {0} type {1} for {2} {3}", 11251 "[CLIENT]: Processing block {0} type {1} for {2} {3}",
11252// i, block.Type, part.Name, part.LocalId); 11252 i, block.Type, part.Name, part.LocalId);
11253 11253
11254// // Do this once since fetch parts creates a new array. 11254// // Do this once since fetch parts creates a new array.
11255// SceneObjectPart[] parts = part.ParentGroup.Parts; 11255// SceneObjectPart[] parts = part.ParentGroup.Parts;