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-rw-r--r--OpenSim/Region/Environment/Scenes/SceneGraph.cs4
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs6
2 files changed, 10 insertions, 0 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneGraph.cs b/OpenSim/Region/Environment/Scenes/SceneGraph.cs
index 078916a..aed01df 100644
--- a/OpenSim/Region/Environment/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneGraph.cs
@@ -1405,6 +1405,10 @@ namespace OpenSim.Region.Environment.Scenes
1405 foreach (SceneObjectGroup sceneObj in children) 1405 foreach (SceneObjectGroup sceneObj in children)
1406 { 1406 {
1407 parenPrim.LinkToGroup(sceneObj); 1407 parenPrim.LinkToGroup(sceneObj);
1408
1409 // this is here so physics gets updated!
1410 // Don't remove! Bad juju! Stay away! or fix physics!
1411 sceneObj.AbsolutePosition = sceneObj.AbsolutePosition;
1408 } 1412 }
1409 1413
1410 // We need to explicitly resend the newly link prim's object properties since no other actions 1414 // We need to explicitly resend the newly link prim's object properties since no other actions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index b15aff8..2fc379c 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -1247,6 +1247,12 @@ if (m_shape != null) {
1247 if (userExposed) 1247 if (userExposed)
1248 dupe.UUID = UUID.Random(); 1248 dupe.UUID = UUID.Random();
1249 1249
1250 //memberwiseclone means it also clones the physics actor reference
1251 // This will make physical prim 'bounce' if not set to null.
1252 if (!userExposed)
1253 dupe.PhysActor = null;
1254
1255
1250 dupe._ownerID = AgentID; 1256 dupe._ownerID = AgentID;
1251 dupe._groupID = GroupID; 1257 dupe._groupID = GroupID;
1252 dupe.GroupPosition = GroupPosition; 1258 dupe.GroupPosition = GroupPosition;