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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs15
1 files changed, 8 insertions, 7 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4cbf3e1..92a275e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -3393,7 +3393,9 @@ namespace OpenSim.Region.Framework.Scenes
3393 m_rootPart.Undoing = true; 3393 m_rootPart.Undoing = true;
3394 cancelUndo = true; 3394 cancelUndo = true;
3395 } 3395 }
3396 m_rootPart.UpdateRotation(rot); 3396
3397 //Don't use UpdateRotation because it schedules an update prematurely
3398 m_rootPart.RotationOffset = rot;
3397 if (m_rootPart.PhysActor != null) 3399 if (m_rootPart.PhysActor != null)
3398 { 3400 {
3399 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset; 3401 m_rootPart.PhysActor.Orientation = m_rootPart.RotationOffset;
@@ -3408,14 +3410,13 @@ namespace OpenSim.Region.Framework.Scenes
3408 { 3410 {
3409 prim.IgnoreUndoUpdate = true; 3411 prim.IgnoreUndoUpdate = true;
3410 Vector3 axPos = prim.OffsetPosition; 3412 Vector3 axPos = prim.OffsetPosition;
3413
3411 axPos *= oldParentRot; 3414 axPos *= oldParentRot;
3412 axPos *= Quaternion.Inverse(axRot); 3415 axPos *= Quaternion.Inverse(axRot);
3413 prim.OffsetPosition = axPos; 3416 prim.OffsetPosition = axPos;
3414 Quaternion primsRot = prim.RotationOffset; 3417
3415 Quaternion newRot = primsRot * oldParentRot; 3418 prim.RotationOffset *= Quaternion.Inverse(prim.GetWorldRotation()) * (oldParentRot * prim.RotationOffset);
3416 newRot *= Quaternion.Inverse(axRot); 3419
3417 prim.RotationOffset = newRot;
3418 prim.ScheduleTerseUpdate();
3419 prim.IgnoreUndoUpdate = false; 3420 prim.IgnoreUndoUpdate = false;
3420 } 3421 }
3421 } 3422 }
@@ -3424,7 +3425,7 @@ namespace OpenSim.Region.Framework.Scenes
3424 m_rootPart.Undoing = false; 3425 m_rootPart.Undoing = false;
3425 } 3426 }
3426 3427
3427 m_rootPart.ScheduleTerseUpdate(); 3428 ScheduleGroupForTerseUpdate();
3428 } 3429 }
3429 3430
3430 #endregion 3431 #endregion