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-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs4
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectPart.cs18
2 files changed, 21 insertions, 1 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index ef3c3bf..7698127 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -917,6 +917,10 @@ namespace OpenSim.Region.Environment.Scenes
917 { 917 {
918 group.GrabMovement(offset, pos, remoteClient); 918 group.GrabMovement(offset, pos, remoteClient);
919 } 919 }
920 // This is outside the above permissions condition
921 // so that if the object is locked the client moving the object
922 // get's it's position on the simulator even if it was the same as before
923 // This keeps the moving user's client in sync with the rest of the world.
920 group.SendGroupTerseUpdate(); 924 group.SendGroupTerseUpdate();
921 } 925 }
922 } 926 }
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
index 85e4c7f..1d5dd5b 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
@@ -1610,8 +1610,24 @@ namespace OpenSim.Region.Environment.Scenes
1610 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask); 1610 NextOwnerMask = ApplyMask(NextOwnerMask, set, mask);
1611 break; 1611 break;
1612 } 1612 }
1613 SendFullUpdateToAllClients();
1613 1614
1614 // ScheduleFullUpdate(); 1615 SendObjectPropertiesToClient(AgentID);
1616
1617
1618 }
1619 }
1620
1621 private void SendObjectPropertiesToClient(LLUUID AgentID)
1622 {
1623 List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
1624 for (int i = 0; i < avatars.Count; i++)
1625 {
1626 // Ugly reference :(
1627 if (avatars[i].UUID == AgentID)
1628 {
1629 m_parentGroup.GetProperties(avatars[i].ControllingClient);
1630 }
1615 } 1631 }
1616 } 1632 }
1617 1633