aboutsummaryrefslogtreecommitdiffstatshomepage
path: root/OpenSim/Region/Environment
diff options
context:
space:
mode:
authorTeravus Ovares2008-02-23 11:42:55 +0000
committerTeravus Ovares2008-02-23 11:42:55 +0000
commit27508c1ad87786935dbf28aa217bcbe55a9aa645 (patch)
tree0ae701c00cb8e92ab6416fb6688afeb536960b6e /OpenSim/Region/Environment
parent* Reduced size of 'startup complete message' by several thousand lines. (diff)
downloadopensim-SC-27508c1ad87786935dbf28aa217bcbe55a9aa645.zip
opensim-SC-27508c1ad87786935dbf28aa217bcbe55a9aa645.tar.gz
opensim-SC-27508c1ad87786935dbf28aa217bcbe55a9aa645.tar.bz2
opensim-SC-27508c1ad87786935dbf28aa217bcbe55a9aa645.tar.xz
* Added Support within the ODEPlugin for Selected. Which means that;
* When you select a physical prim, it stops while you've got it selected. * When you move or alter a prim in some manner, it doesn't become collidable until you de-select it * When you select a prim, it doesn't become temporarily 'phantom' until you make some change to it while it's selected. (this prevents accidental selections in prim floor from causing it to go phantom on you(but don't move it or you'll fall)) * There's one major difference, and that's a physical object won't stop if you don't have permission to edit it. This prevents people who don't have edit permissions on a prim from stopping it while it's moving.
Diffstat (limited to 'OpenSim/Region/Environment')
-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs20
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs8
2 files changed, 22 insertions, 6 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs b/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs
index 7c0cd77..c393479 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs
@@ -104,11 +104,16 @@ namespace OpenSim.Region.Environment.Scenes
104 { 104 {
105 if (ent is SceneObjectGroup) 105 if (ent is SceneObjectGroup)
106 { 106 {
107
107 if (((SceneObjectGroup) ent).LocalId == primLocalID) 108 if (((SceneObjectGroup) ent).LocalId == primLocalID)
108 { 109 {
109 ((SceneObjectGroup) ent).GetProperties(remoteClient); 110 // A prim is only tainted if it's allowed to be edited by the person clicking it.
110 ((SceneObjectGroup) ent).IsSelected = true; 111 if (m_permissionManager.CanEditObjectPosition(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID) || m_permissionManager.CanEditObject(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID))
111 LandManager.setPrimsTainted(); 112 {
113 ((SceneObjectGroup) ent).GetProperties(remoteClient);
114 ((SceneObjectGroup) ent).IsSelected = true;
115 LandManager.setPrimsTainted();
116 }
112 break; 117 break;
113 } 118 }
114 } 119 }
@@ -130,9 +135,12 @@ namespace OpenSim.Region.Environment.Scenes
130 { 135 {
131 if (((SceneObjectGroup) ent).LocalId == primLocalID) 136 if (((SceneObjectGroup) ent).LocalId == primLocalID)
132 { 137 {
133 ((SceneObjectGroup) ent).IsSelected = false; 138 if (m_permissionManager.CanEditObjectPosition(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID) || m_permissionManager.CanEditObject(remoteClient.AgentId, ((SceneObjectGroup)ent).UUID))
134 LandManager.setPrimsTainted(); 139 {
135 break; 140 ((SceneObjectGroup) ent).IsSelected = false;
141 LandManager.setPrimsTainted();
142 break;
143 }
136 } 144 }
137 } 145 }
138 } 146 }
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 8fd9edb..801e614 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -203,6 +203,14 @@ namespace OpenSim.Region.Environment.Scenes
203 if (m_rootPart.PhysActor != null) 203 if (m_rootPart.PhysActor != null)
204 { 204 {
205 m_rootPart.PhysActor.Selected = value; 205 m_rootPart.PhysActor.Selected = value;
206 // Pass it on to the children.
207 foreach (SceneObjectPart child in Children.Values)
208 {
209 if (child.PhysActor != null)
210 {
211 child.PhysActor.Selected = value;
212 }
213 }
206 } 214 }
207 } 215 }
208 } 216 }