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 65905a0..4a08ce3 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 |
@@ -341,7 +352,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
341 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 352 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
342 | Quaternion rotationOffset, Vector3 offsetPosition) : this() | 353 | Quaternion rotationOffset, Vector3 offsetPosition) : this() |
343 | { | 354 | { |
344 | m_name = "Primitive"; | 355 | m_name = "Object"; |
345 | 356 | ||
346 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 357 | CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
347 | LastOwnerID = CreatorID = OwnerID = ownerID; | 358 | LastOwnerID = CreatorID = OwnerID = ownerID; |
@@ -381,7 +392,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
381 | private uint _ownerMask = (uint)PermissionMask.All; | 392 | private uint _ownerMask = (uint)PermissionMask.All; |
382 | private uint _groupMask = (uint)PermissionMask.None; | 393 | private uint _groupMask = (uint)PermissionMask.None; |
383 | private uint _everyoneMask = (uint)PermissionMask.None; | 394 | private uint _everyoneMask = (uint)PermissionMask.None; |
384 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 395 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
385 | private PrimFlags _flags = PrimFlags.None; | 396 | private PrimFlags _flags = PrimFlags.None; |
386 | private DateTime m_expires; | 397 | private DateTime m_expires; |
387 | private DateTime m_rezzed; | 398 | private DateTime m_rezzed; |
@@ -475,12 +486,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
475 | } | 486 | } |
476 | 487 | ||
477 | /// <value> | 488 | /// <value> |
478 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 489 | /// Get the inventory list |
479 | /// </value> | 490 | /// </value> |
480 | public TaskInventoryDictionary TaskInventory | 491 | public TaskInventoryDictionary TaskInventory |
481 | { | 492 | { |
482 | get { return m_inventory.Items; } | 493 | get { |
483 | set { m_inventory.Items = value; } | 494 | return m_inventory.Items; |
495 | } | ||
496 | set { | ||
497 | m_inventory.Items = value; | ||
498 | } | ||
484 | } | 499 | } |
485 | 500 | ||
486 | /// <summary> | 501 | /// <summary> |
@@ -624,14 +639,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
624 | set { m_LoopSoundSlavePrims = value; } | 639 | set { m_LoopSoundSlavePrims = value; } |
625 | } | 640 | } |
626 | 641 | ||
627 | |||
628 | public Byte[] TextureAnimation | 642 | public Byte[] TextureAnimation |
629 | { | 643 | { |
630 | get { return m_TextureAnimation; } | 644 | get { return m_TextureAnimation; } |
631 | set { m_TextureAnimation = value; } | 645 | set { m_TextureAnimation = value; } |
632 | } | 646 | } |
633 | 647 | ||
634 | |||
635 | public Byte[] ParticleSystem | 648 | public Byte[] ParticleSystem |
636 | { | 649 | { |
637 | get { return m_particleSystem; } | 650 | get { return m_particleSystem; } |
@@ -668,9 +681,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
668 | { | 681 | { |
669 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 682 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
670 | PhysicsActor actor = PhysActor; | 683 | PhysicsActor actor = PhysActor; |
671 | if (actor != null && ParentID == 0) | 684 | if (ParentID == 0) |
672 | { | 685 | { |
673 | m_groupPosition = actor.Position; | 686 | if (actor != null) |
687 | m_groupPosition = actor.Position; | ||
688 | return m_groupPosition; | ||
674 | } | 689 | } |
675 | 690 | ||
676 | if (ParentGroup.IsAttachment) | 691 | if (ParentGroup.IsAttachment) |
@@ -680,12 +695,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
680 | return sp.AbsolutePosition; | 695 | return sp.AbsolutePosition; |
681 | } | 696 | } |
682 | 697 | ||
698 | // use root prim's group position. Physics may have updated it | ||
699 | if (ParentGroup.RootPart != this) | ||
700 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
683 | return m_groupPosition; | 701 | return m_groupPosition; |
684 | } | 702 | } |
685 | set | 703 | set |
686 | { | 704 | { |
687 | m_groupPosition = value; | 705 | m_groupPosition = value; |
688 | |||
689 | PhysicsActor actor = PhysActor; | 706 | PhysicsActor actor = PhysActor; |
690 | if (actor != null) | 707 | if (actor != null) |
691 | { | 708 | { |
@@ -711,16 +728,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
711 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 728 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); |
712 | } | 729 | } |
713 | } | 730 | } |
714 | |||
715 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
716 | if (SitTargetAvatar != UUID.Zero) | ||
717 | { | ||
718 | ScenePresence avatar; | ||
719 | if (ParentGroup.Scene.TryGetScenePresence(SitTargetAvatar, out avatar)) | ||
720 | { | ||
721 | avatar.ParentPosition = GetWorldPosition(); | ||
722 | } | ||
723 | } | ||
724 | } | 731 | } |
725 | } | 732 | } |
726 | 733 | ||
@@ -729,7 +736,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
729 | get { return m_offsetPosition; } | 736 | get { return m_offsetPosition; } |
730 | set | 737 | set |
731 | { | 738 | { |
732 | // StoreUndoState(); | 739 | Vector3 oldpos = m_offsetPosition; |
733 | m_offsetPosition = value; | 740 | m_offsetPosition = value; |
734 | 741 | ||
735 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 742 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -744,7 +751,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
744 | if (ParentGroup.Scene != null) | 751 | if (ParentGroup.Scene != null) |
745 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 752 | ParentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
746 | } | 753 | } |
754 | |||
755 | if (!m_parentGroup.m_dupeInProgress) | ||
756 | { | ||
757 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
758 | foreach (ScenePresence av in avs) | ||
759 | { | ||
760 | if (av.ParentID == m_localId) | ||
761 | { | ||
762 | Vector3 offset = (m_offsetPosition - oldpos); | ||
763 | av.AbsolutePosition += offset; | ||
764 | av.SendAvatarDataToAllAgents(); | ||
765 | } | ||
766 | } | ||
767 | } | ||
747 | } | 768 | } |
769 | TriggerScriptChangedEvent(Changed.POSITION); | ||
748 | } | 770 | } |
749 | } | 771 | } |
750 | 772 | ||
@@ -893,7 +915,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
893 | /// <summary></summary> | 915 | /// <summary></summary> |
894 | public Vector3 Acceleration | 916 | public Vector3 Acceleration |
895 | { | 917 | { |
896 | get { return m_acceleration; } | 918 | get |
919 | { | ||
920 | PhysicsActor actor = PhysActor; | ||
921 | if (actor != null) | ||
922 | { | ||
923 | m_acceleration = actor.Acceleration; | ||
924 | } | ||
925 | return m_acceleration; | ||
926 | } | ||
927 | |||
897 | set { m_acceleration = value; } | 928 | set { m_acceleration = value; } |
898 | } | 929 | } |
899 | 930 | ||
@@ -1030,10 +1061,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1030 | { | 1061 | { |
1031 | get | 1062 | get |
1032 | { | 1063 | { |
1033 | if (ParentGroup.IsAttachment) | 1064 | return GroupPosition + (m_offsetPosition * ParentGroup.RootPart.RotationOffset); |
1034 | return GroupPosition; | ||
1035 | |||
1036 | return m_offsetPosition + m_groupPosition; | ||
1037 | } | 1065 | } |
1038 | } | 1066 | } |
1039 | 1067 | ||
@@ -1203,6 +1231,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1203 | _flags = value; | 1231 | _flags = value; |
1204 | } | 1232 | } |
1205 | } | 1233 | } |
1234 | |||
1235 | [XmlIgnore] | ||
1236 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1237 | { | ||
1238 | get { return m_occupied; } | ||
1239 | set { m_occupied = value; } | ||
1240 | } | ||
1206 | 1241 | ||
1207 | /// <summary> | 1242 | /// <summary> |
1208 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero | 1243 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero |
@@ -1262,6 +1297,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1262 | set { m_collisionSoundVolume = value; } | 1297 | set { m_collisionSoundVolume = value; } |
1263 | } | 1298 | } |
1264 | 1299 | ||
1300 | public float Buoyancy | ||
1301 | { | ||
1302 | get { return m_buoyancy; } | ||
1303 | set | ||
1304 | { | ||
1305 | m_buoyancy = value; | ||
1306 | if (PhysActor != null) | ||
1307 | { | ||
1308 | PhysActor.Buoyancy = value; | ||
1309 | } | ||
1310 | } | ||
1311 | } | ||
1312 | |||
1265 | #endregion Public Properties with only Get | 1313 | #endregion Public Properties with only Get |
1266 | 1314 | ||
1267 | private uint ApplyMask(uint val, bool set, uint mask) | 1315 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1582,6 +1630,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1582 | 1630 | ||
1583 | // Move afterwards ResetIDs as it clears the localID | 1631 | // Move afterwards ResetIDs as it clears the localID |
1584 | dupe.LocalId = localID; | 1632 | dupe.LocalId = localID; |
1633 | if(dupe.PhysActor != null) | ||
1634 | dupe.PhysActor.LocalID = localID; | ||
1635 | |||
1585 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 1636 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1586 | dupe.LastOwnerID = OwnerID; | 1637 | dupe.LastOwnerID = OwnerID; |
1587 | 1638 | ||
@@ -2587,17 +2638,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2587 | //Trys to fetch sound id from prim's inventory. | 2638 | //Trys to fetch sound id from prim's inventory. |
2588 | //Prim's inventory doesn't support non script items yet | 2639 | //Prim's inventory doesn't support non script items yet |
2589 | 2640 | ||
2590 | lock (TaskInventory) | 2641 | TaskInventory.LockItemsForRead(true); |
2642 | |||
2643 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2591 | { | 2644 | { |
2592 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2645 | if (item.Value.Name == sound) |
2593 | { | 2646 | { |
2594 | if (item.Value.Name == sound) | 2647 | soundID = item.Value.ItemID; |
2595 | { | 2648 | break; |
2596 | soundID = item.Value.ItemID; | ||
2597 | break; | ||
2598 | } | ||
2599 | } | 2649 | } |
2600 | } | 2650 | } |
2651 | |||
2652 | TaskInventory.LockItemsForRead(false); | ||
2601 | } | 2653 | } |
2602 | 2654 | ||
2603 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) | 2655 | ParentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) |
@@ -2917,8 +2969,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
2917 | { | 2969 | { |
2918 | const float ROTATION_TOLERANCE = 0.01f; | 2970 | const float ROTATION_TOLERANCE = 0.01f; |
2919 | const float VELOCITY_TOLERANCE = 0.001f; | 2971 | const float VELOCITY_TOLERANCE = 0.001f; |
2920 | const float POSITION_TOLERANCE = 0.05f; | 2972 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
2921 | const int TIME_MS_TOLERANCE = 3000; | 2973 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
2922 | 2974 | ||
2923 | switch (UpdateFlag) | 2975 | switch (UpdateFlag) |
2924 | { | 2976 | { |
@@ -2980,17 +3032,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
2980 | if (!UUID.TryParse(sound, out soundID)) | 3032 | if (!UUID.TryParse(sound, out soundID)) |
2981 | { | 3033 | { |
2982 | // search sound file from inventory | 3034 | // search sound file from inventory |
2983 | lock (TaskInventory) | 3035 | TaskInventory.LockItemsForRead(true); |
3036 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2984 | { | 3037 | { |
2985 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 3038 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
2986 | { | 3039 | { |
2987 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 3040 | soundID = item.Value.ItemID; |
2988 | { | 3041 | break; |
2989 | soundID = item.Value.ItemID; | ||
2990 | break; | ||
2991 | } | ||
2992 | } | 3042 | } |
2993 | } | 3043 | } |
3044 | TaskInventory.LockItemsForRead(false); | ||
2994 | } | 3045 | } |
2995 | 3046 | ||
2996 | if (soundID == UUID.Zero) | 3047 | if (soundID == UUID.Zero) |
@@ -3457,10 +3508,10 @@ namespace OpenSim.Region.Framework.Scenes | |||
3457 | // TODO: May need to fix for group comparison | 3508 | // TODO: May need to fix for group comparison |
3458 | if (last.Compare(this)) | 3509 | if (last.Compare(this)) |
3459 | { | 3510 | { |
3460 | // m_log.DebugFormat( | 3511 | // m_log.DebugFormat( |
3461 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | 3512 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", |
3462 | // Name, LocalId, m_undo.Count); | 3513 | // Name, LocalId, m_undo.Count); |
3463 | 3514 | ||
3464 | return; | 3515 | return; |
3465 | } | 3516 | } |
3466 | } | 3517 | } |
@@ -3473,29 +3524,29 @@ namespace OpenSim.Region.Framework.Scenes | |||
3473 | if (ParentGroup.GetSceneMaxUndo() > 0) | 3524 | if (ParentGroup.GetSceneMaxUndo() > 0) |
3474 | { | 3525 | { |
3475 | UndoState nUndo = new UndoState(this, forGroup); | 3526 | UndoState nUndo = new UndoState(this, forGroup); |
3476 | 3527 | ||
3477 | m_undo.Push(nUndo); | 3528 | m_undo.Push(nUndo); |
3478 | 3529 | ||
3479 | if (m_redo.Count > 0) | 3530 | if (m_redo.Count > 0) |
3480 | m_redo.Clear(); | 3531 | m_redo.Clear(); |
3481 | 3532 | ||
3482 | // m_log.DebugFormat( | 3533 | // m_log.DebugFormat( |
3483 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | 3534 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", |
3484 | // Name, LocalId, forGroup, m_undo.Count); | 3535 | // Name, LocalId, forGroup, m_undo.Count); |
3485 | } | 3536 | } |
3486 | } | 3537 | } |
3487 | } | 3538 | } |
3488 | } | 3539 | } |
3489 | // else | 3540 | // else |
3490 | // { | 3541 | // { |
3491 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | 3542 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); |
3492 | // } | 3543 | // } |
3493 | } | 3544 | } |
3494 | // else | 3545 | // else |
3495 | // { | 3546 | // { |
3496 | // m_log.DebugFormat( | 3547 | // m_log.DebugFormat( |
3497 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | 3548 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); |
3498 | // } | 3549 | // } |
3499 | } | 3550 | } |
3500 | 3551 | ||
3501 | /// <summary> | 3552 | /// <summary> |
@@ -4226,6 +4277,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
4226 | bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); | 4277 | bool wasPhantom = ((Flags & PrimFlags.Phantom) != 0); |
4227 | bool wasVD = VolumeDetectActive; | 4278 | bool wasVD = VolumeDetectActive; |
4228 | 4279 | ||
4280 | // m_log.DebugFormat("[SOP]: Old states: phys: {0} temp: {1} phan: {2} vd: {3}", wasUsingPhysics, wasTemporary, wasPhantom, wasVD); | ||
4281 | // m_log.DebugFormat("[SOP]: New states: phys: {0} temp: {1} phan: {2} vd: {3}", UsePhysics, SetTemporary, SetPhantom, SetVD); | ||
4282 | |||
4229 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) | 4283 | if ((UsePhysics == wasUsingPhysics) && (wasTemporary == SetTemporary) && (wasPhantom == SetPhantom) && (SetVD == wasVD)) |
4230 | return; | 4284 | return; |
4231 | 4285 | ||
@@ -4255,6 +4309,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
4255 | SetPhantom = false; | 4309 | SetPhantom = false; |
4256 | } | 4310 | } |
4257 | } | 4311 | } |
4312 | else if (wasVD) | ||
4313 | { | ||
4314 | // Correspondingly, if VD is turned off, also turn off phantom | ||
4315 | SetPhantom = false; | ||
4316 | } | ||
4258 | 4317 | ||
4259 | if (UsePhysics && IsJoint()) | 4318 | if (UsePhysics && IsJoint()) |
4260 | { | 4319 | { |
@@ -4753,5 +4812,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
4753 | Color color = Color; | 4812 | Color color = Color; |
4754 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 4813 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4755 | } | 4814 | } |
4815 | |||
4816 | public void ResetOwnerChangeFlag() | ||
4817 | { | ||
4818 | List<UUID> inv = Inventory.GetInventoryList(); | ||
4819 | |||
4820 | foreach (UUID itemID in inv) | ||
4821 | { | ||
4822 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
4823 | item.OwnerChanged = false; | ||
4824 | Inventory.UpdateInventoryItem(item, false, false); | ||
4825 | } | ||
4826 | } | ||
4756 | } | 4827 | } |
4757 | } | 4828 | } |