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-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs18
1 files changed, 17 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index c7068fa..5256c9e 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -210,6 +210,22 @@ namespace OpenSim.Region.Environment.Scenes
210 210
211 AddSceneObject(sceneObject, attachToBackup); 211 AddSceneObject(sceneObject, attachToBackup);
212 } 212 }
213
214 /// <summary>
215 /// Add a newly created object to the scene. This will both update the scene, and send information about the
216 /// new object to all clients interested in the scene.
217 /// </summary>
218 /// <param name="sceneObject"></param>
219 /// <param name="attachToBackup">
220 /// If true, the object is made persistent into the scene.
221 /// If false, the object will not persist over server restarts
222 /// </param>
223 /// <returns>true if the object was added, false if an object with the same uuid was already in the scene
224 /// </returns>
225 protected internal void AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
226 {
227 AddSceneObject(sceneObject, attachToBackup);
228 }
213 229
214 /// <summary> 230 /// <summary>
215 /// Add an object to the scene. This will both update the scene, and send information about the 231 /// Add an object to the scene. This will both update the scene, and send information about the
@@ -222,7 +238,7 @@ namespace OpenSim.Region.Environment.Scenes
222 /// </param> 238 /// </param>
223 /// <returns>true if the object was added, false if an object with the same uuid was already in the scene 239 /// <returns>true if the object was added, false if an object with the same uuid was already in the scene
224 /// </returns> 240 /// </returns>
225 protected internal bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup) 241 protected bool AddSceneObject(SceneObjectGroup sceneObject, bool attachToBackup)
226 { 242 {
227 sceneObject.ApplyPhysics(m_parentScene.m_physicalPrim); 243 sceneObject.ApplyPhysics(m_parentScene.m_physicalPrim);
228 sceneObject.ScheduleGroupForFullUpdate(); 244 sceneObject.ScheduleGroupForFullUpdate();