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authorMelanie2012-03-07 00:51:24 +0000
committerMelanie2012-03-07 00:51:24 +0000
commitf3e04beb2ee6cae7de1c95df697f720fe1803f37 (patch)
treeec6ce6133b2953b71cce57e1028040a5e1d1e2fb /OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
parentMerge branch 'master' into careminster (diff)
parentPrevent scripted region crossings from crashing with prim limits enabled (diff)
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Merge branch 'master' of ssh://melanie@3dhosting.de/var/git/careminster into careminster
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs12
1 files changed, 6 insertions, 6 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 1c72b10..9c06786 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -1691,10 +1691,9 @@ namespace OpenSim.Region.Framework.Scenes
1691 if (userExposed) 1691 if (userExposed)
1692 dupe.UUID = UUID.Random(); 1692 dupe.UUID = UUID.Random();
1693 1693
1694 //memberwiseclone means it also clones the physics actor reference 1694 // The PhysActor cannot be valid on a copy because the copy is not in the scene yet.
1695 // This will make physical prim 'bounce' if not set to null. 1695 // Null it, the caller has to create a new one once the object is added to a scene
1696 if (!userExposed) 1696 dupe.PhysActor = null;
1697 dupe.PhysActor = null;
1698 1697
1699 dupe.OwnerID = AgentID; 1698 dupe.OwnerID = AgentID;
1700 dupe.GroupID = GroupID; 1699 dupe.GroupID = GroupID;
@@ -1727,8 +1726,6 @@ namespace OpenSim.Region.Framework.Scenes
1727 1726
1728 // Move afterwards ResetIDs as it clears the localID 1727 // Move afterwards ResetIDs as it clears the localID
1729 dupe.LocalId = localID; 1728 dupe.LocalId = localID;
1730 if(dupe.PhysActor != null)
1731 dupe.PhysActor.LocalID = localID;
1732 1729
1733 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. 1730 // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
1734 dupe.LastOwnerID = OwnerID; 1731 dupe.LastOwnerID = OwnerID;
@@ -1749,6 +1746,9 @@ namespace OpenSim.Region.Framework.Scenes
1749 dupe.DoPhysicsPropertyUpdate(UsePhysics, true); 1746 dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
1750 } 1747 }
1751 1748
1749 if (dupe.PhysActor != null)
1750 dupe.PhysActor.LocalID = localID;
1751
1752 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed); 1752 ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
1753 1753
1754// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID); 1754// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);