diff options
Diffstat (limited to '')
-rw-r--r-- | OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs index 7d048a3..13483bb 100644 --- a/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs +++ b/OpenSim/Region/Environment/Scenes/SceneXmlLoader.cs | |||
@@ -71,7 +71,8 @@ namespace OpenSim.Region.Environment.Scenes | |||
71 | } | 71 | } |
72 | //if we want this to be a import method then we need new uuids for the object to avoid any clashes | 72 | //if we want this to be a import method then we need new uuids for the object to avoid any clashes |
73 | //obj.RegenerateFullIDs(); | 73 | //obj.RegenerateFullIDs(); |
74 | m_innerScene.AddEntity(obj); | 74 | |
75 | m_innerScene.AddObject(obj); | ||
75 | 76 | ||
76 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); | 77 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); |
77 | // Apply loadOffsets for load/import and move combinations | 78 | // Apply loadOffsets for load/import and move combinations |
@@ -183,7 +184,7 @@ namespace OpenSim.Region.Environment.Scenes | |||
183 | SceneObjectGroup obj = new SceneObjectGroup(xmlData); | 184 | SceneObjectGroup obj = new SceneObjectGroup(xmlData); |
184 | LLVector3 receivedVelocity = obj.RootPart.Velocity; | 185 | LLVector3 receivedVelocity = obj.RootPart.Velocity; |
185 | //System.Console.WriteLine(obj.RootPart.Velocity.ToString()); | 186 | //System.Console.WriteLine(obj.RootPart.Velocity.ToString()); |
186 | m_innerScene.AddEntityFromStorage(obj); | 187 | m_innerScene.AddObjectFromStorage(obj); |
187 | 188 | ||
188 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); | 189 | SceneObjectPart rootPart = obj.GetChildPart(obj.UUID); |
189 | bool UsePhysics = (((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) && | 190 | bool UsePhysics = (((rootPart.GetEffectiveObjectFlags() & (uint) LLObject.ObjectFlags.Physics) > 0) && |