diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 201 |
1 files changed, 136 insertions, 65 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 51d3586..c45cfb8 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
62 | TELEPORT = 512, | 62 | TELEPORT = 512, |
63 | REGION_RESTART = 1024, | 63 | REGION_RESTART = 1024, |
64 | MEDIA = 2048, | 64 | MEDIA = 2048, |
65 | ANIMATION = 16384 | 65 | ANIMATION = 16384, |
66 | POSITION = 32768 | ||
66 | } | 67 | } |
67 | 68 | ||
68 | // I don't really know where to put this except here. | 69 | // I don't really know where to put this except here. |
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
184 | 185 | ||
185 | public UUID FromFolderID; | 186 | public UUID FromFolderID; |
186 | 187 | ||
188 | // The following two are to hold the attachment data | ||
189 | // while an object is inworld | ||
190 | [XmlIgnore] | ||
191 | public byte AttachPoint = 0; | ||
192 | |||
193 | [XmlIgnore] | ||
194 | public Vector3 AttachOffset = Vector3.Zero; | ||
195 | |||
196 | [XmlIgnore] | ||
187 | public int STATUS_ROTATE_X; | 197 | public int STATUS_ROTATE_X; |
188 | 198 | ||
189 | public int STATUS_ROTATE_Y; | 199 | public int STATUS_ROTATE_Y; |
@@ -210,8 +220,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
210 | 220 | ||
211 | public Vector3 RotationAxis = Vector3.One; | 221 | public Vector3 RotationAxis = Vector3.One; |
212 | 222 | ||
213 | public bool VolumeDetectActive; // XmlIgnore set to avoid problems with persistance until I come to care for this | 223 | public bool VolumeDetectActive; |
214 | // Certainly this must be a persistant setting finally | ||
215 | 224 | ||
216 | public bool IsWaitingForFirstSpinUpdatePacket; | 225 | public bool IsWaitingForFirstSpinUpdatePacket; |
217 | 226 | ||
@@ -252,6 +261,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
252 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 261 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
253 | private Vector3 m_sitTargetPosition; | 262 | private Vector3 m_sitTargetPosition; |
254 | private string m_sitAnimation = "SIT"; | 263 | private string m_sitAnimation = "SIT"; |
264 | private bool m_occupied; // KF if any av is sitting on this prim | ||
255 | private string m_text = String.Empty; | 265 | private string m_text = String.Empty; |
256 | private string m_touchName = String.Empty; | 266 | private string m_touchName = String.Empty; |
257 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); | 267 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); |
@@ -284,6 +294,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
284 | protected Vector3 m_lastAcceleration; | 294 | protected Vector3 m_lastAcceleration; |
285 | protected Vector3 m_lastAngularVelocity; | 295 | protected Vector3 m_lastAngularVelocity; |
286 | protected int m_lastTerseSent; | 296 | protected int m_lastTerseSent; |
297 | protected float m_buoyancy = 0.0f; | ||
287 | 298 | ||
288 | /// <summary> | 299 | /// <summary> |
289 | /// Stores media texture data | 300 | /// Stores media texture data |
@@ -339,7 +350,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
339 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 350 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
340 | Quaternion rotationOffset, Vector3 offsetPosition) : this() | 351 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
341 | { | 352 | { |
342 | m_name = "Primitive"; | 353 | m_name = "Object"; |
343 | 354 | ||
344 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 355 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
345 | LastOwnerID = CreatorID = OwnerID = ownerID; | 356 | LastOwnerID = CreatorID = OwnerID = ownerID; |
@@ -379,7 +390,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
379 | private uint _ownerMask = (uint)PermissionMask.All; | 390 | private uint _ownerMask = (uint)PermissionMask.All; |
380 | private uint _groupMask = (uint)PermissionMask.None; | 391 | private uint _groupMask = (uint)PermissionMask.None; |
381 | private uint _everyoneMask = (uint)PermissionMask.None; | 392 | private uint _everyoneMask = (uint)PermissionMask.None; |
382 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 393 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
383 | private PrimFlags _flags = PrimFlags.None; | 394 | private PrimFlags _flags = PrimFlags.None; |
384 | private DateTime m_expires; | 395 | private DateTime m_expires; |
385 | private DateTime m_rezzed; | 396 | private DateTime m_rezzed; |
@@ -473,12 +484,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
473 | } | 484 | } |
474 | 485 | ||
475 | /// <value> | 486 | /// <value> |
476 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 487 | /// Get the inventory list |
477 | /// </value> | 488 | /// </value> |
478 | public TaskInventoryDictionary TaskInventory | 489 | public TaskInventoryDictionary TaskInventory |
479 | { | 490 | { |
480 | get { return m_inventory.Items; } | 491 | get { |
481 | set { m_inventory.Items = value; } | 492 | return m_inventory.Items; |
493 | } | ||
494 | set { | ||
495 | m_inventory.Items = value; | ||
496 | } | ||
482 | } | 497 | } |
483 | 498 | ||
484 | /// <summary> | 499 | /// <summary> |
@@ -623,14 +638,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
623 | set { m_LoopSoundSlavePrims = value; } | 638 | set { m_LoopSoundSlavePrims = value; } |
624 | } | 639 | } |
625 | 640 | ||
626 | |||
627 | public Byte[] TextureAnimation | 641 | public Byte[] TextureAnimation |
628 | { | 642 | { |
629 | get { return m_TextureAnimation; } | 643 | get { return m_TextureAnimation; } |
630 | set { m_TextureAnimation = value; } | 644 | set { m_TextureAnimation = value; } |
631 | } | 645 | } |
632 | 646 | ||
633 | |||
634 | public Byte[] ParticleSystem | 647 | public Byte[] ParticleSystem |
635 | { | 648 | { |
636 | get { return m_particleSystem; } | 649 | get { return m_particleSystem; } |
@@ -667,9 +680,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
667 | { | 680 | { |
668 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 681 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
669 | PhysicsActor actor = PhysActor; | 682 | PhysicsActor actor = PhysActor; |
670 | if (actor != null && ParentID == 0) | 683 | if (ParentID == 0) |
671 | { | 684 | { |
672 | m_groupPosition = actor.Position; | 685 | if (actor != null) |
686 | m_groupPosition = actor.Position; | ||
687 | return m_groupPosition; | ||
673 | } | 688 | } |
674 | 689 | ||
675 | if (ParentGroup.IsAttachment) | 690 | if (ParentGroup.IsAttachment) |
@@ -679,12 +694,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
679 | return sp.AbsolutePosition; | 694 | return sp.AbsolutePosition; |
680 | } | 695 | } |
681 | 696 | ||
697 | // use root prim's group position. Physics may have updated it | ||
698 | if (ParentGroup.RootPart != this) | ||
699 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
682 | return m_groupPosition; | 700 | return m_groupPosition; |
683 | } | 701 | } |
684 | set | 702 | set |
685 | { | 703 | { |
686 | m_groupPosition = value; | 704 | m_groupPosition = value; |
687 | |||
688 | PhysicsActor actor = PhysActor; | 705 | PhysicsActor actor = PhysActor; |
689 | if (actor != null) | 706 | if (actor != null) |
690 | { | 707 | { |
@@ -710,16 +727,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
710 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 727 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); |
711 | } | 728 | } |
712 | } | 729 | } |
713 | |||
714 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
715 | if (SitTargetAvatar != UUID.Zero) | ||
716 | { | ||
717 | ScenePresence avatar; | ||
718 | if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar)) | ||
719 | { | ||
720 | avatar.ParentPosition = GetWorldPosition(); | ||
721 | } | ||
722 | } | ||
723 | } | 730 | } |
724 | } | 731 | } |
725 | 732 | ||
@@ -728,7 +735,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
728 | get { return m_offsetPosition; } | 735 | get { return m_offsetPosition; } |
729 | set | 736 | set |
730 | { | 737 | { |
731 | // StoreUndoState(); | 738 | Vector3 oldpos = m_offsetPosition; |
732 | m_offsetPosition = value; | 739 | m_offsetPosition = value; |
733 | 740 | ||
734 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 741 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -743,7 +750,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
743 | if (ParentGroup.Scene != null) | 750 | if (ParentGroup.Scene != null) |
744 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 751 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
745 | } | 752 | } |
753 | |||
754 | if (!m_parentGroup.m_dupeInProgress) | ||
755 | { | ||
756 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
757 | foreach (ScenePresence av in avs) | ||
758 | { | ||
759 | if (av.ParentID == m_localId) | ||
760 | { | ||
761 | Vector3 offset = (m_offsetPosition - oldpos); | ||
762 | av.AbsolutePosition += offset; | ||
763 | av.SendAvatarDataToAllAgents(); | ||
764 | } | ||
765 | } | ||
766 | } | ||
746 | } | 767 | } |
768 | TriggerScriptChangedEvent(Changed.POSITION); | ||
747 | } | 769 | } |
748 | } | 770 | } |
749 | 771 | ||
@@ -892,7 +914,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
892 | /// <summary></summary> | 914 | /// <summary></summary> |
893 | public Vector3 Acceleration | 915 | public Vector3 Acceleration |
894 | { | 916 | { |
895 | get { return m_acceleration; } | 917 | get |
918 | { | ||
919 | PhysicsActor actor = PhysActor; | ||
920 | if (actor != null) | ||
921 | { | ||
922 | m_acceleration = actor.Acceleration; | ||
923 | } | ||
924 | return m_acceleration; | ||
925 | } | ||
926 | |||
896 | set { m_acceleration = value; } | 927 | set { m_acceleration = value; } |
897 | } | 928 | } |
898 | 929 | ||
@@ -1043,10 +1074,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1043 | { | 1074 | { |
1044 | get | 1075 | get |
1045 | { | 1076 | { |
1046 | if (ParentGroup.IsAttachment) | 1077 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1047 | return GroupPosition; | ||
1048 | |||
1049 | return m_offsetPosition + m_groupPosition; | ||
1050 | } | 1078 | } |
1051 | } | 1079 | } |
1052 | 1080 | ||
@@ -1216,6 +1244,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1216 | _flags = value; | 1244 | _flags = value; |
1217 | } | 1245 | } |
1218 | } | 1246 | } |
1247 | |||
1248 | [XmlIgnore] | ||
1249 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1250 | { | ||
1251 | get { return m_occupied; } | ||
1252 | set { m_occupied = value; } | ||
1253 | } | ||
1219 | 1254 | ||
1220 | /// <summary> | 1255 | /// <summary> |
1221 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero | 1256 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero |
@@ -1275,6 +1310,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1275 | set { m_collisionSoundVolume = value; } | 1310 | set { m_collisionSoundVolume = value; } |
1276 | } | 1311 | } |
1277 | 1312 | ||
1313 | public float Buoyancy | ||
1314 | { | ||
1315 | get { return m_buoyancy; } | ||
1316 | set | ||
1317 | { | ||
1318 | m_buoyancy = value; | ||
1319 | if (PhysActor != null) | ||
1320 | { | ||
1321 | PhysActor.Buoyancy = value; | ||
1322 | } | ||
1323 | } | ||
1324 | } | ||
1325 | |||
1278 | #endregion Public Properties with only Get | 1326 | #endregion Public Properties with only Get |
1279 | 1327 | ||
1280 | private uint ApplyMask(uint val, bool set, uint mask) | 1328 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1599,6 +1647,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1599 | 1647 | ||
1600 | // Move afterwards ResetIDs as it clears the localID | 1648 | // Move afterwards ResetIDs as it clears the localID |
1601 | dupe.LocalId = localID; | 1649 | dupe.LocalId = localID; |
1650 | if(dupe.PhysActor != null) | ||
1651 | dupe.PhysActor.LocalID = localID; | ||
1652 | |||
1602 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 1653 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1603 | dupe.LastOwnerID = OwnerID; | 1654 | dupe.LastOwnerID = OwnerID; |
1604 | 1655 | ||
@@ -2604,17 +2655,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2604 | //Trys to fetch sound id from prim's inventory. | 2655 | //Trys to fetch sound id from prim's inventory. |
2605 | //Prim's inventory doesn't support non script items yet | 2656 | //Prim's inventory doesn't support non script items yet |
2606 | 2657 | ||
2607 | lock (TaskInventory) | 2658 | TaskInventory.LockItemsForRead(true); |
2659 | |||
2660 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2608 | { | 2661 | { |
2609 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2662 | if (item.Value.Name == sound) |
2610 | { | 2663 | { |
2611 | if (item.Value.Name == sound) | 2664 | soundID = item.Value.ItemID; |
2612 | { | 2665 | break; |
2613 | soundID = item.Value.ItemID; | ||
2614 | break; | ||
2615 | } | ||
2616 | } | 2666 | } |
2617 | } | 2667 | } |
2668 | |||
2669 | TaskInventory.LockItemsForRead(false); | ||
2618 | } | 2670 | } |
2619 | 2671 | ||
2620 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) | 2672 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) |
@@ -2697,7 +2749,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2697 | 2749 | ||
2698 | public void RotLookAt(Quaternion target, float strength, float damping) | 2750 | public void RotLookAt(Quaternion target, float strength, float damping) |
2699 | { | 2751 | { |
2700 | rotLookAt(target, strength, damping); | 2752 | m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup. |
2701 | } | 2753 | } |
2702 | 2754 | ||
2703 | public void rotLookAt(Quaternion target, float strength, float damping) | 2755 | public void rotLookAt(Quaternion target, float strength, float damping) |
@@ -2923,8 +2975,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2923 | { | 2975 | { |
2924 | const float ROTATION_TOLERANCE = 0.01f; | 2976 | const float ROTATION_TOLERANCE = 0.01f; |
2925 | const float VELOCITY_TOLERANCE = 0.001f; | 2977 | const float VELOCITY_TOLERANCE = 0.001f; |
2926 | const float POSITION_TOLERANCE = 0.05f; | 2978 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2927 | const int TIME_MS_TOLERANCE = 3000; | 2979 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2928 | 2980 | ||
2929 | switch (UpdateFlag) | 2981 | switch (UpdateFlag) |
2930 | { | 2982 | { |
@@ -2986,17 +3038,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2986 | if (!UUID.TryParse(sound, out soundID)) | 3038 | if (!UUID.TryParse(sound, out soundID)) |
2987 | { | 3039 | { |
2988 | // search sound file from inventory | 3040 | // search sound file from inventory |
2989 | lock (TaskInventory) | 3041 | TaskInventory.LockItemsForRead(true); |
3042 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2990 | { | 3043 | { |
2991 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 3044 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
2992 | { | 3045 | { |
2993 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 3046 | soundID = item.Value.ItemID; |
2994 | { | 3047 | break; |
2995 | soundID = item.Value.ItemID; | ||
2996 | break; | ||
2997 | } | ||
2998 | } | 3048 | } |
2999 | } | 3049 | } |
3050 | TaskInventory.LockItemsForRead(false); | ||
3000 | } | 3051 | } |
3001 | 3052 | ||
3002 | if (soundID == UUID.Zero) | 3053 | if (soundID == UUID.Zero) |
@@ -3470,10 +3521,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3470 | // TODO: May need to fix for group comparison | 3521 | // TODO: May need to fix for group comparison |
3471 | if (last.Compare(this)) | 3522 | if (last.Compare(this)) |
3472 | { | 3523 | { |
3473 | // m_log.DebugFormat( | 3524 | // m_log.DebugFormat( |
3474 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | 3525 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", |
3475 | // Name, LocalId, m_undo.Count); | 3526 | // Name, LocalId, m_undo.Count); |
3476 | 3527 | ||
3477 | return; | 3528 | return; |
3478 | } | 3529 | } |
3479 | } | 3530 | } |
@@ -3486,29 +3537,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3486 | if (ParentGroup.GetSceneMaxUndo() > 0) | 3537 | if (ParentGroup.GetSceneMaxUndo() > 0) |
3487 | { | 3538 | { |
3488 | UndoState nUndo = new UndoState(this, forGroup); | 3539 | UndoState nUndo = new UndoState(this, forGroup); |
3489 | 3540 | ||
3490 | m_undo.Push(nUndo); | 3541 | m_undo.Push(nUndo); |
3491 | 3542 | ||
3492 | if (m_redo.Count > 0) | 3543 | if (m_redo.Count > 0) |
3493 | m_redo.Clear(); | 3544 | m_redo.Clear(); |
3494 | 3545 | ||
3495 | // m_log.DebugFormat( | 3546 | // m_log.DebugFormat( |
3496 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | 3547 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", |
3497 | // Name, LocalId, forGroup, m_undo.Count); | 3548 | // Name, LocalId, forGroup, m_undo.Count); |
3498 | } | 3549 | } |
3499 | } | 3550 | } |
3500 | } | 3551 | } |
3501 | } | 3552 | } |
3502 | // else | 3553 | // else |
3503 | // { | 3554 | // { |
3504 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | 3555 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); |
3505 | // } | 3556 | // } |
3506 | } | 3557 | } |
3507 | // else | 3558 | // else |
3508 | // { | 3559 | // { |
3509 | // m_log.DebugFormat( | 3560 | // m_log.DebugFormat( |
3510 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | 3561 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); |
3511 | // } | 3562 | // } |
3512 | } | 3563 | } |
3513 | 3564 | ||
3514 | /// <summary> | 3565 | /// <summary> |
@@ -4239,6 +4290,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
4239 | bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); | 4290 | bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); |
4240 | bool wasVD = VolumeDetectActive; | 4291 | bool wasVD = VolumeDetectActive; |
4241 | 4292 | ||
4293 | // m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD); | ||
4294 | // m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD); | ||
4295 | |||
4242 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) | 4296 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
4243 | return; | 4297 | return; |
4244 | 4298 | ||
@@ -4268,6 +4322,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
4268 | SetPhantom = false; | 4322 | SetPhantom = false; |
4269 | } | 4323 | } |
4270 | } | 4324 | } |
4325 | else if (wasVD) | ||
4326 | { | ||
4327 | // Correspondingly, if VD is turned off, also turn off phantom | ||
4328 | SetPhantom = false; | ||
4329 | } | ||
4271 | 4330 | ||
4272 | if (UsePhysics && IsJoint()) | 4331 | if (UsePhysics && IsJoint()) |
4273 | { | 4332 | { |
@@ -4762,5 +4821,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
4762 | Color color = Color; | 4821 | Color color = Color; |
4763 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 4822 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4764 | } | 4823 | } |
4824 | |||
4825 | public void ResetOwnerChangeFlag() | ||
4826 | { | ||
4827 | List<UUID> inv = Inventory.GetInventoryList(); | ||
4828 | |||
4829 | foreach (UUID itemID in inv) | ||
4830 | { | ||
4831 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
4832 | item.OwnerChanged = false; | ||
4833 | Inventory.UpdateInventoryItem(item, false, false); | ||
4834 | } | ||
4835 | } | ||
4765 | } | 4836 | } |
4766 | } | 4837 | } |