diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.Inventory.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs index 0f85925..b0f0de6 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs | |||
@@ -1430,6 +1430,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
1430 | } | 1430 | } |
1431 | else // Updating existing item with new perms etc | 1431 | else // Updating existing item with new perms etc |
1432 | { | 1432 | { |
1433 | // m_log.DebugFormat( | ||
1434 | // "[PRIM INVENTORY]: Updating item {0} in {1} for UpdateTaskInventory()", | ||
1435 | // currentItem.Name, part.Name); | ||
1436 | |||
1433 | IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>(); | 1437 | IAgentAssetTransactions agentTransactions = this.RequestModuleInterface<IAgentAssetTransactions>(); |
1434 | if (agentTransactions != null) | 1438 | if (agentTransactions != null) |
1435 | { | 1439 | { |
@@ -2039,6 +2043,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
2039 | if (rot != null) | 2043 | if (rot != null) |
2040 | group.UpdateGroupRotationR((Quaternion)rot); | 2044 | group.UpdateGroupRotationR((Quaternion)rot); |
2041 | 2045 | ||
2046 | // TODO: This needs to be refactored with the similar code in | ||
2047 | // SceneGraph.AddNewSceneObject(SceneObjectGroup sceneObject, bool attachToBackup, Vector3 pos, Quaternion rot, Vector3 vel) | ||
2048 | // possibly by allowing this method to take a null rotation. | ||
2049 | if (group.RootPart.PhysActor != null && group.RootPart.PhysActor.IsPhysical && vel != Vector3.Zero) | ||
2050 | group.RootPart.ApplyImpulse((vel * group.GetMass()), false); | ||
2051 | |||
2042 | // We can only call this after adding the scene object, since the scene object references the scene | 2052 | // We can only call this after adding the scene object, since the scene object references the scene |
2043 | // to find out if scripts should be activated at all. | 2053 | // to find out if scripts should be activated at all. |
2044 | group.CreateScriptInstances(param, true, DefaultScriptEngine, 3); | 2054 | group.CreateScriptInstances(param, true, DefaultScriptEngine, 3); |