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authorMelanie2012-04-03 23:38:12 +0200
committerMelanie2012-04-03 23:38:12 +0200
commit726915e9ef369a5b4cb7089ec9301c5c927dd862 (patch)
treea84bade3783b9f7d49a60a382b921529ed631ebf /OpenSim/Region
parentMore artefact (diff)
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Fix the last merge artefacts
Diffstat (limited to '')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs1
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs9
2 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index fde146c..5f33452 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -3583,7 +3583,6 @@ namespace OpenSim.Region.Framework.Scenes
3583 Quaternion axRot = rot; 3583 Quaternion axRot = rot;
3584 Quaternion oldParentRot = m_rootPart.RotationOffset; 3584 Quaternion oldParentRot = m_rootPart.RotationOffset;
3585 3585
3586 m_rootPart.StoreUndoState();
3587 //Don't use UpdateRotation because it schedules an update prematurely 3586 //Don't use UpdateRotation because it schedules an update prematurely
3588 m_rootPart.RotationOffset = rot; 3587 m_rootPart.RotationOffset = rot;
3589 3588
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index 9cd438c..aed25a7 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -4819,6 +4819,7 @@ namespace OpenSim.Region.Framework.Scenes
4819 } 4819 }
4820 } 4820 }
4821 4821
4822 PhysicsActor pa = PhysActor;
4822 if (SetVD) 4823 if (SetVD)
4823 { 4824 {
4824 // If the above logic worked (this is urgent candidate to unit tests!) 4825 // If the above logic worked (this is urgent candidate to unit tests!)
@@ -4828,7 +4829,7 @@ namespace OpenSim.Region.Framework.Scenes
4828 // logic should make sure, this Physactor is always here. 4829 // logic should make sure, this Physactor is always here.
4829 if (pa != null) 4830 if (pa != null)
4830 { 4831 {
4831 PhysActor.SetVolumeDetect(1); 4832 pa.SetVolumeDetect(1);
4832// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active 4833// AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
4833 this.VolumeDetectActive = true; 4834 this.VolumeDetectActive = true;
4834 } 4835 }
@@ -4839,7 +4840,7 @@ namespace OpenSim.Region.Framework.Scenes
4839 // (mumbles, well, at least if you have infinte CPU powers :-)) 4840 // (mumbles, well, at least if you have infinte CPU powers :-))
4840 if (pa != null) 4841 if (pa != null)
4841 { 4842 {
4842 PhysActor.SetVolumeDetect(0); 4843 pa.SetVolumeDetect(0);
4843 this.VolumeDetectActive = false; 4844 this.VolumeDetectActive = false;
4844 } 4845 }
4845 } 4846 }
@@ -4856,8 +4857,8 @@ namespace OpenSim.Region.Framework.Scenes
4856 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString()); 4857 // m_log.Debug("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
4857 4858
4858 // and last in case we have a new actor and not building 4859 // and last in case we have a new actor and not building
4859 if (PhysActor != null && PhysActor.Building != building) 4860 if (pa != null && pa.Building != building)
4860 PhysActor.Building = building; 4861 pa.Building = building;
4861 if (ParentGroup != null) 4862 if (ParentGroup != null)
4862 { 4863 {
4863 ParentGroup.HasGroupChanged = true; 4864 ParentGroup.HasGroupChanged = true;