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authorDr Scofield2008-10-28 11:26:23 +0000
committerDr Scofield2008-10-28 11:26:23 +0000
commit1a06045c981bae6fa982d0dcafcf311f78ce47fc (patch)
tree20ed1f2bda92886919046b0a77c504ea8d0c4e6c /OpenSim/Region/Environment/Scenes/InnerScene.cs
parentMantis #2486 (diff)
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From: Christopher Yeoh <yeohc@au1.ibm.com>
The attached patch fixes the bug where when linking in a new set of prims to an already linked set of objects the prims were placed at the end of the list rather than just after the root prim. ie. link prim order result was different on OpenSim compared to an LL server. This causes a few issues with respect to compatibility of scripts, especially when using llCreateLink.
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/InnerScene.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs3
1 files changed, 2 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index 34224a7..295569e 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -1373,7 +1373,8 @@ namespace OpenSim.Region.Environment.Scenes
1373 List<SceneObjectGroup> children = new List<SceneObjectGroup>(); 1373 List<SceneObjectGroup> children = new List<SceneObjectGroup>();
1374 if (parenPrim != null) 1374 if (parenPrim != null)
1375 { 1375 {
1376 for (int i = 0; i < childPrims.Count; i++) 1376 // We do this in reverse to get the link order of the prims correct
1377 for (int i = childPrims.Count - 1; i >= 0; i--)
1377 { 1378 {
1378 foreach (EntityBase ent in EntityList) 1379 foreach (EntityBase ent in EntityList)
1379 { 1380 {