diff options
author | Justin Clark-Casey (justincc) | 2012-02-10 02:13:15 +0000 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2012-02-10 02:13:15 +0000 |
commit | ddca5347c31aa9547395ec918b5b5dcd2e498be7 (patch) | |
tree | 947b282022c08cc368d05e5a25827a21bc2bd9bc /OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs | |
parent | Fix another Torture test build break on Windows. (diff) | |
download | opensim-SC-ddca5347c31aa9547395ec918b5b5dcd2e498be7.zip opensim-SC-ddca5347c31aa9547395ec918b5b5dcd2e498be7.tar.gz opensim-SC-ddca5347c31aa9547395ec918b5b5dcd2e498be7.tar.bz2 opensim-SC-ddca5347c31aa9547395ec918b5b5dcd2e498be7.tar.xz |
When an asset is uploaded (e.g. a mesh) set individual copy/move/transfer permissions, not PermissionMask.All
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set.
This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is).
Should resolve http://opensimulator.org/mantis/view.php?id=5651
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs index f173c95..a73d9b6 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs | |||
@@ -265,6 +265,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
265 | 265 | ||
266 | public void ApplyNextOwnerPermissions() | 266 | public void ApplyNextOwnerPermissions() |
267 | { | 267 | { |
268 | // m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID); | ||
269 | |||
268 | SceneObjectPart[] parts = m_parts.GetArray(); | 270 | SceneObjectPart[] parts = m_parts.GetArray(); |
269 | for (int i = 0; i < parts.Length; i++) | 271 | for (int i = 0; i < parts.Length; i++) |
270 | parts[i].ApplyNextOwnerPermissions(); | 272 | parts[i].ApplyNextOwnerPermissions(); |