diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 199 |
1 files changed, 135 insertions, 64 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 4c339d9..ac39b6b 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 | ||
@@ -251,6 +260,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
251 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 260 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
252 | private Vector3 m_sitTargetPosition; | 261 | private Vector3 m_sitTargetPosition; |
253 | private string m_sitAnimation = "SIT"; | 262 | private string m_sitAnimation = "SIT"; |
263 | private bool m_occupied; // KF if any av is sitting on this prim | ||
254 | private string m_text = String.Empty; | 264 | private string m_text = String.Empty; |
255 | private string m_touchName = String.Empty; | 265 | private string m_touchName = String.Empty; |
256 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); | 266 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); |
@@ -283,6 +293,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
283 | protected Vector3 m_lastAcceleration; | 293 | protected Vector3 m_lastAcceleration; |
284 | protected Vector3 m_lastAngularVelocity; | 294 | protected Vector3 m_lastAngularVelocity; |
285 | protected int m_lastTerseSent; | 295 | protected int m_lastTerseSent; |
296 | protected float m_buoyancy = 0.0f; | ||
286 | 297 | ||
287 | /// <summary> | 298 | /// <summary> |
288 | /// Stores media texture data | 299 | /// Stores media texture data |
@@ -338,7 +349,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
338 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 349 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
339 | Quaternion rotationOffset, Vector3 offsetPosition) : this() | 350 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
340 | { | 351 | { |
341 | m_name = "Primitive"; | 352 | m_name = "Object"; |
342 | 353 | ||
343 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 354 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
344 | LastOwnerID = CreatorID = OwnerID = ownerID; | 355 | LastOwnerID = CreatorID = OwnerID = ownerID; |
@@ -378,7 +389,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
378 | private uint _ownerMask = (uint)PermissionMask.All; | 389 | private uint _ownerMask = (uint)PermissionMask.All; |
379 | private uint _groupMask = (uint)PermissionMask.None; | 390 | private uint _groupMask = (uint)PermissionMask.None; |
380 | private uint _everyoneMask = (uint)PermissionMask.None; | 391 | private uint _everyoneMask = (uint)PermissionMask.None; |
381 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 392 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
382 | private PrimFlags _flags = PrimFlags.None; | 393 | private PrimFlags _flags = PrimFlags.None; |
383 | private DateTime m_expires; | 394 | private DateTime m_expires; |
384 | private DateTime m_rezzed; | 395 | private DateTime m_rezzed; |
@@ -472,12 +483,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
472 | } | 483 | } |
473 | 484 | ||
474 | /// <value> | 485 | /// <value> |
475 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 486 | /// Get the inventory list |
476 | /// </value> | 487 | /// </value> |
477 | public TaskInventoryDictionary TaskInventory | 488 | public TaskInventoryDictionary TaskInventory |
478 | { | 489 | { |
479 | get { return m_inventory.Items; } | 490 | get { |
480 | set { m_inventory.Items = value; } | 491 | return m_inventory.Items; |
492 | } | ||
493 | set { | ||
494 | m_inventory.Items = value; | ||
495 | } | ||
481 | } | 496 | } |
482 | 497 | ||
483 | /// <summary> | 498 | /// <summary> |
@@ -621,14 +636,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
621 | set { m_LoopSoundSlavePrims = value; } | 636 | set { m_LoopSoundSlavePrims = value; } |
622 | } | 637 | } |
623 | 638 | ||
624 | |||
625 | public Byte[] TextureAnimation | 639 | public Byte[] TextureAnimation |
626 | { | 640 | { |
627 | get { return m_TextureAnimation; } | 641 | get { return m_TextureAnimation; } |
628 | set { m_TextureAnimation = value; } | 642 | set { m_TextureAnimation = value; } |
629 | } | 643 | } |
630 | 644 | ||
631 | |||
632 | public Byte[] ParticleSystem | 645 | public Byte[] ParticleSystem |
633 | { | 646 | { |
634 | get { return m_particleSystem; } | 647 | get { return m_particleSystem; } |
@@ -665,9 +678,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
665 | { | 678 | { |
666 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 679 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
667 | PhysicsActor actor = PhysActor; | 680 | PhysicsActor actor = PhysActor; |
668 | if (actor != null && ParentID == 0) | 681 | if (ParentID == 0) |
669 | { | 682 | { |
670 | m_groupPosition = actor.Position; | 683 | if (actor != null) |
684 | m_groupPosition = actor.Position; | ||
685 | return m_groupPosition; | ||
671 | } | 686 | } |
672 | 687 | ||
673 | if (ParentGroup.IsAttachment) | 688 | if (ParentGroup.IsAttachment) |
@@ -677,12 +692,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
677 | return sp.AbsolutePosition; | 692 | return sp.AbsolutePosition; |
678 | } | 693 | } |
679 | 694 | ||
695 | // use root prim's group position. Physics may have updated it | ||
696 | if (ParentGroup.RootPart != this) | ||
697 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
680 | return m_groupPosition; | 698 | return m_groupPosition; |
681 | } | 699 | } |
682 | set | 700 | set |
683 | { | 701 | { |
684 | m_groupPosition = value; | 702 | m_groupPosition = value; |
685 | |||
686 | PhysicsActor actor = PhysActor; | 703 | PhysicsActor actor = PhysActor; |
687 | if (actor != null) | 704 | if (actor != null) |
688 | { | 705 | { |
@@ -708,16 +725,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
708 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 725 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); |
709 | } | 726 | } |
710 | } | 727 | } |
711 | |||
712 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
713 | if (SitTargetAvatar != UUID.Zero) | ||
714 | { | ||
715 | ScenePresence avatar; | ||
716 | if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar)) | ||
717 | { | ||
718 | avatar.ParentPosition = GetWorldPosition(); | ||
719 | } | ||
720 | } | ||
721 | } | 728 | } |
722 | } | 729 | } |
723 | 730 | ||
@@ -726,7 +733,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
726 | get { return m_offsetPosition; } | 733 | get { return m_offsetPosition; } |
727 | set | 734 | set |
728 | { | 735 | { |
729 | // StoreUndoState(); | 736 | Vector3 oldpos = m_offsetPosition; |
730 | m_offsetPosition = value; | 737 | m_offsetPosition = value; |
731 | 738 | ||
732 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 739 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -741,7 +748,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
741 | if (ParentGroup.Scene != null) | 748 | if (ParentGroup.Scene != null) |
742 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 749 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
743 | } | 750 | } |
751 | |||
752 | if (!m_parentGroup.m_dupeInProgress) | ||
753 | { | ||
754 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
755 | foreach (ScenePresence av in avs) | ||
756 | { | ||
757 | if (av.ParentID == m_localId) | ||
758 | { | ||
759 | Vector3 offset = (m_offsetPosition - oldpos); | ||
760 | av.AbsolutePosition += offset; | ||
761 | av.SendAvatarDataToAllAgents(); | ||
762 | } | ||
763 | } | ||
764 | } | ||
744 | } | 765 | } |
766 | TriggerScriptChangedEvent(Changed.POSITION); | ||
745 | } | 767 | } |
746 | } | 768 | } |
747 | 769 | ||
@@ -890,7 +912,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
890 | /// <summary></summary> | 912 | /// <summary></summary> |
891 | public Vector3 Acceleration | 913 | public Vector3 Acceleration |
892 | { | 914 | { |
893 | get { return m_acceleration; } | 915 | get |
916 | { | ||
917 | PhysicsActor actor = PhysActor; | ||
918 | if (actor != null) | ||
919 | { | ||
920 | m_acceleration = actor.Acceleration; | ||
921 | } | ||
922 | return m_acceleration; | ||
923 | } | ||
924 | |||
894 | set { m_acceleration = value; } | 925 | set { m_acceleration = value; } |
895 | } | 926 | } |
896 | 927 | ||
@@ -1027,10 +1058,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1027 | { | 1058 | { |
1028 | get | 1059 | get |
1029 | { | 1060 | { |
1030 | if (ParentGroup.IsAttachment) | 1061 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1031 | return GroupPosition; | ||
1032 | |||
1033 | return m_offsetPosition + m_groupPosition; | ||
1034 | } | 1062 | } |
1035 | } | 1063 | } |
1036 | 1064 | ||
@@ -1200,6 +1228,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1200 | _flags = value; | 1228 | _flags = value; |
1201 | } | 1229 | } |
1202 | } | 1230 | } |
1231 | |||
1232 | [XmlIgnore] | ||
1233 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1234 | { | ||
1235 | get { return m_occupied; } | ||
1236 | set { m_occupied = value; } | ||
1237 | } | ||
1203 | 1238 | ||
1204 | /// <summary> | 1239 | /// <summary> |
1205 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero | 1240 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero |
@@ -1259,6 +1294,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1259 | set { m_collisionSoundVolume = value; } | 1294 | set { m_collisionSoundVolume = value; } |
1260 | } | 1295 | } |
1261 | 1296 | ||
1297 | public float Buoyancy | ||
1298 | { | ||
1299 | get { return m_buoyancy; } | ||
1300 | set | ||
1301 | { | ||
1302 | m_buoyancy = value; | ||
1303 | if (PhysActor != null) | ||
1304 | { | ||
1305 | PhysActor.Buoyancy = value; | ||
1306 | } | ||
1307 | } | ||
1308 | } | ||
1309 | |||
1262 | #endregion Public Properties with only Get | 1310 | #endregion Public Properties with only Get |
1263 | 1311 | ||
1264 | private uint ApplyMask(uint val, bool set, uint mask) | 1312 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1579,6 +1627,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1579 | 1627 | ||
1580 | // Move afterwards ResetIDs as it clears the localID | 1628 | // Move afterwards ResetIDs as it clears the localID |
1581 | dupe.LocalId = localID; | 1629 | dupe.LocalId = localID; |
1630 | if(dupe.PhysActor != null) | ||
1631 | dupe.PhysActor.LocalID = localID; | ||
1632 | |||
1582 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 1633 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1583 | dupe.LastOwnerID = OwnerID; | 1634 | dupe.LastOwnerID = OwnerID; |
1584 | 1635 | ||
@@ -2584,17 +2635,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2584 | //Trys to fetch sound id from prim's inventory. | 2635 | //Trys to fetch sound id from prim's inventory. |
2585 | //Prim's inventory doesn't support non script items yet | 2636 | //Prim's inventory doesn't support non script items yet |
2586 | 2637 | ||
2587 | lock (TaskInventory) | 2638 | TaskInventory.LockItemsForRead(true); |
2639 | |||
2640 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2588 | { | 2641 | { |
2589 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2642 | if (item.Value.Name == sound) |
2590 | { | 2643 | { |
2591 | if (item.Value.Name == sound) | 2644 | soundID = item.Value.ItemID; |
2592 | { | 2645 | break; |
2593 | soundID = item.Value.ItemID; | ||
2594 | break; | ||
2595 | } | ||
2596 | } | 2646 | } |
2597 | } | 2647 | } |
2648 | |||
2649 | TaskInventory.LockItemsForRead(false); | ||
2598 | } | 2650 | } |
2599 | 2651 | ||
2600 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) | 2652 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) |
@@ -2914,8 +2966,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2914 | { | 2966 | { |
2915 | const float ROTATION_TOLERANCE = 0.01f; | 2967 | const float ROTATION_TOLERANCE = 0.01f; |
2916 | const float VELOCITY_TOLERANCE = 0.001f; | 2968 | const float VELOCITY_TOLERANCE = 0.001f; |
2917 | const float POSITION_TOLERANCE = 0.05f; | 2969 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2918 | const int TIME_MS_TOLERANCE = 3000; | 2970 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2919 | 2971 | ||
2920 | switch (UpdateFlag) | 2972 | switch (UpdateFlag) |
2921 | { | 2973 | { |
@@ -2977,17 +3029,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2977 | if (!UUID.TryParse(sound, out soundID)) | 3029 | if (!UUID.TryParse(sound, out soundID)) |
2978 | { | 3030 | { |
2979 | // search sound file from inventory | 3031 | // search sound file from inventory |
2980 | lock (TaskInventory) | 3032 | TaskInventory.LockItemsForRead(true); |
3033 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2981 | { | 3034 | { |
2982 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 3035 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
2983 | { | 3036 | { |
2984 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 3037 | soundID = item.Value.ItemID; |
2985 | { | 3038 | break; |
2986 | soundID = item.Value.ItemID; | ||
2987 | break; | ||
2988 | } | ||
2989 | } | 3039 | } |
2990 | } | 3040 | } |
3041 | TaskInventory.LockItemsForRead(false); | ||
2991 | } | 3042 | } |
2992 | 3043 | ||
2993 | if (soundID == UUID.Zero) | 3044 | if (soundID == UUID.Zero) |
@@ -3454,10 +3505,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3454 | // TODO: May need to fix for group comparison | 3505 | // TODO: May need to fix for group comparison |
3455 | if (last.Compare(this)) | 3506 | if (last.Compare(this)) |
3456 | { | 3507 | { |
3457 | // m_log.DebugFormat( | 3508 | // m_log.DebugFormat( |
3458 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | 3509 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", |
3459 | // Name, LocalId, m_undo.Count); | 3510 | // Name, LocalId, m_undo.Count); |
3460 | 3511 | ||
3461 | return; | 3512 | return; |
3462 | } | 3513 | } |
3463 | } | 3514 | } |
@@ -3470,29 +3521,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3470 | if (ParentGroup.GetSceneMaxUndo() > 0) | 3521 | if (ParentGroup.GetSceneMaxUndo() > 0) |
3471 | { | 3522 | { |
3472 | UndoState nUndo = new UndoState(this, forGroup); | 3523 | UndoState nUndo = new UndoState(this, forGroup); |
3473 | 3524 | ||
3474 | m_undo.Push(nUndo); | 3525 | m_undo.Push(nUndo); |
3475 | 3526 | ||
3476 | if (m_redo.Count > 0) | 3527 | if (m_redo.Count > 0) |
3477 | m_redo.Clear(); | 3528 | m_redo.Clear(); |
3478 | 3529 | ||
3479 | // m_log.DebugFormat( | 3530 | // m_log.DebugFormat( |
3480 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | 3531 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", |
3481 | // Name, LocalId, forGroup, m_undo.Count); | 3532 | // Name, LocalId, forGroup, m_undo.Count); |
3482 | } | 3533 | } |
3483 | } | 3534 | } |
3484 | } | 3535 | } |
3485 | } | 3536 | } |
3486 | // else | 3537 | // else |
3487 | // { | 3538 | // { |
3488 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | 3539 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); |
3489 | // } | 3540 | // } |
3490 | } | 3541 | } |
3491 | // else | 3542 | // else |
3492 | // { | 3543 | // { |
3493 | // m_log.DebugFormat( | 3544 | // m_log.DebugFormat( |
3494 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | 3545 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); |
3495 | // } | 3546 | // } |
3496 | } | 3547 | } |
3497 | 3548 | ||
3498 | /// <summary> | 3549 | /// <summary> |
@@ -4223,6 +4274,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
4223 | bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); | 4274 | bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); |
4224 | bool wasVD = VolumeDetectActive; | 4275 | bool wasVD = VolumeDetectActive; |
4225 | 4276 | ||
4277 | // m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD); | ||
4278 | // m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD); | ||
4279 | |||
4226 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) | 4280 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
4227 | return; | 4281 | return; |
4228 | 4282 | ||
@@ -4252,6 +4306,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
4252 | SetPhantom = false; | 4306 | SetPhantom = false; |
4253 | } | 4307 | } |
4254 | } | 4308 | } |
4309 | else if (wasVD) | ||
4310 | { | ||
4311 | // Correspondingly, if VD is turned off, also turn off phantom | ||
4312 | SetPhantom = false; | ||
4313 | } | ||
4255 | 4314 | ||
4256 | if (UsePhysics && IsJoint()) | 4315 | if (UsePhysics && IsJoint()) |
4257 | { | 4316 | { |
@@ -4750,5 +4809,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
4750 | Color color = Color; | 4809 | Color color = Color; |
4751 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 4810 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4752 | } | 4811 | } |
4812 | |||
4813 | public void ResetOwnerChangeFlag() | ||
4814 | { | ||
4815 | List<UUID> inv = Inventory.GetInventoryList(); | ||
4816 | |||
4817 | foreach (UUID itemID in inv) | ||
4818 | { | ||
4819 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
4820 | item.OwnerChanged = false; | ||
4821 | Inventory.UpdateInventoryItem(item, false, false); | ||
4822 | } | ||
4823 | } | ||
4753 | } | 4824 | } |
4754 | } | 4825 | } |