diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 227 |
1 files changed, 148 insertions, 79 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 703b986..89b98af 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. |
@@ -177,6 +178,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
177 | 178 | ||
178 | public UUID FromFolderID; | 179 | public UUID FromFolderID; |
179 | 180 | ||
181 | // The following two are to hold the attachment data | ||
182 | // while an object is inworld | ||
183 | [XmlIgnore] | ||
184 | public byte AttachPoint = 0; | ||
185 | |||
186 | [XmlIgnore] | ||
187 | public Vector3 AttachOffset = Vector3.Zero; | ||
188 | |||
189 | [XmlIgnore] | ||
180 | public int STATUS_ROTATE_X; | 190 | public int STATUS_ROTATE_X; |
181 | 191 | ||
182 | public int STATUS_ROTATE_Y; | 192 | public int STATUS_ROTATE_Y; |
@@ -246,6 +256,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
246 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 256 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
247 | private Vector3 m_sitTargetPosition; | 257 | private Vector3 m_sitTargetPosition; |
248 | private string m_sitAnimation = "SIT"; | 258 | private string m_sitAnimation = "SIT"; |
259 | private bool m_occupied; // KF if any av is sitting on this prim | ||
249 | private string m_text = String.Empty; | 260 | private string m_text = String.Empty; |
250 | private string m_touchName = String.Empty; | 261 | private string m_touchName = String.Empty; |
251 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); | 262 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); |
@@ -289,6 +300,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
289 | protected Vector3 m_lastAcceleration; | 300 | protected Vector3 m_lastAcceleration; |
290 | protected Vector3 m_lastAngularVelocity; | 301 | protected Vector3 m_lastAngularVelocity; |
291 | protected int m_lastTerseSent; | 302 | protected int m_lastTerseSent; |
303 | protected float m_buoyancy = 0.0f; | ||
292 | 304 | ||
293 | /// <summary> | 305 | /// <summary> |
294 | /// Stores media texture data | 306 | /// Stores media texture data |
@@ -341,7 +353,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
341 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 353 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
342 | Quaternion rotationOffset, Vector3 offsetPosition) | 354 | Quaternion rotationOffset, Vector3 offsetPosition) |
343 | { | 355 | { |
344 | m_name = "Primitive"; | 356 | m_name = "Object"; |
345 | 357 | ||
346 | Rezzed = DateTime.UtcNow; | 358 | Rezzed = DateTime.UtcNow; |
347 | _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 359 | _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
@@ -396,7 +408,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
396 | private uint _ownerMask = (uint)PermissionMask.All; | 408 | private uint _ownerMask = (uint)PermissionMask.All; |
397 | private uint _groupMask = (uint)PermissionMask.None; | 409 | private uint _groupMask = (uint)PermissionMask.None; |
398 | private uint _everyoneMask = (uint)PermissionMask.None; | 410 | private uint _everyoneMask = (uint)PermissionMask.None; |
399 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 411 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
400 | private PrimFlags _flags = PrimFlags.None; | 412 | private PrimFlags _flags = PrimFlags.None; |
401 | private DateTime m_expires; | 413 | private DateTime m_expires; |
402 | private DateTime m_rezzed; | 414 | private DateTime m_rezzed; |
@@ -495,12 +507,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
495 | } | 507 | } |
496 | 508 | ||
497 | /// <value> | 509 | /// <value> |
498 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 510 | /// Get the inventory list |
499 | /// </value> | 511 | /// </value> |
500 | public TaskInventoryDictionary TaskInventory | 512 | public TaskInventoryDictionary TaskInventory |
501 | { | 513 | { |
502 | get { return m_inventory.Items; } | 514 | get { |
503 | set { m_inventory.Items = value; } | 515 | return m_inventory.Items; |
516 | } | ||
517 | set { | ||
518 | m_inventory.Items = value; | ||
519 | } | ||
504 | } | 520 | } |
505 | 521 | ||
506 | /// <summary> | 522 | /// <summary> |
@@ -641,14 +657,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
641 | set { m_LoopSoundSlavePrims = value; } | 657 | set { m_LoopSoundSlavePrims = value; } |
642 | } | 658 | } |
643 | 659 | ||
644 | |||
645 | public Byte[] TextureAnimation | 660 | public Byte[] TextureAnimation |
646 | { | 661 | { |
647 | get { return m_TextureAnimation; } | 662 | get { return m_TextureAnimation; } |
648 | set { m_TextureAnimation = value; } | 663 | set { m_TextureAnimation = value; } |
649 | } | 664 | } |
650 | 665 | ||
651 | |||
652 | public Byte[] ParticleSystem | 666 | public Byte[] ParticleSystem |
653 | { | 667 | { |
654 | get { return m_particleSystem; } | 668 | get { return m_particleSystem; } |
@@ -685,9 +699,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
685 | { | 699 | { |
686 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 700 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
687 | PhysicsActor actor = PhysActor; | 701 | PhysicsActor actor = PhysActor; |
688 | if (actor != null && _parentID == 0) | 702 | if (_parentID == 0) |
689 | { | 703 | { |
690 | m_groupPosition = actor.Position; | 704 | if (actor != null) |
705 | m_groupPosition = actor.Position; | ||
706 | return m_groupPosition; | ||
691 | } | 707 | } |
692 | 708 | ||
693 | if (m_parentGroup.IsAttachment) | 709 | if (m_parentGroup.IsAttachment) |
@@ -697,12 +713,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
697 | return sp.AbsolutePosition; | 713 | return sp.AbsolutePosition; |
698 | } | 714 | } |
699 | 715 | ||
716 | // use root prim's group position. Physics may have updated it | ||
717 | if (ParentGroup.RootPart != this) | ||
718 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
700 | return m_groupPosition; | 719 | return m_groupPosition; |
701 | } | 720 | } |
702 | set | 721 | set |
703 | { | 722 | { |
704 | m_groupPosition = value; | 723 | m_groupPosition = value; |
705 | |||
706 | PhysicsActor actor = PhysActor; | 724 | PhysicsActor actor = PhysActor; |
707 | if (actor != null) | 725 | if (actor != null) |
708 | { | 726 | { |
@@ -722,22 +740,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
722 | 740 | ||
723 | // Tell the physics engines that this prim changed. | 741 | // Tell the physics engines that this prim changed. |
724 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 742 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
743 | |||
725 | } | 744 | } |
726 | catch (Exception e) | 745 | catch (Exception e) |
727 | { | 746 | { |
728 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 747 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); |
729 | } | 748 | } |
730 | } | 749 | } |
731 | |||
732 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
733 | if (m_sitTargetAvatar != UUID.Zero) | ||
734 | { | ||
735 | ScenePresence avatar; | ||
736 | if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar)) | ||
737 | { | ||
738 | avatar.ParentPosition = GetWorldPosition(); | ||
739 | } | ||
740 | } | ||
741 | } | 750 | } |
742 | } | 751 | } |
743 | 752 | ||
@@ -746,7 +755,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
746 | get { return m_offsetPosition; } | 755 | get { return m_offsetPosition; } |
747 | set | 756 | set |
748 | { | 757 | { |
749 | // StoreUndoState(); | 758 | Vector3 oldpos = m_offsetPosition; |
750 | m_offsetPosition = value; | 759 | m_offsetPosition = value; |
751 | 760 | ||
752 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 761 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -761,7 +770,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
761 | if (m_parentGroup.Scene != null) | 770 | if (m_parentGroup.Scene != null) |
762 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 771 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
763 | } | 772 | } |
773 | |||
774 | if (!m_parentGroup.m_dupeInProgress) | ||
775 | { | ||
776 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
777 | foreach (ScenePresence av in avs) | ||
778 | { | ||
779 | if (av.ParentID == m_localId) | ||
780 | { | ||
781 | Vector3 offset = (m_offsetPosition - oldpos); | ||
782 | av.AbsolutePosition += offset; | ||
783 | av.SendAvatarDataToAllAgents(); | ||
784 | } | ||
785 | } | ||
786 | } | ||
764 | } | 787 | } |
788 | TriggerScriptChangedEvent(Changed.POSITION); | ||
765 | } | 789 | } |
766 | } | 790 | } |
767 | 791 | ||
@@ -888,7 +912,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
888 | /// <summary></summary> | 912 | /// <summary></summary> |
889 | public Vector3 Acceleration | 913 | public Vector3 Acceleration |
890 | { | 914 | { |
891 | 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 | |||
892 | set { m_acceleration = value; } | 925 | set { m_acceleration = value; } |
893 | } | 926 | } |
894 | 927 | ||
@@ -1219,6 +1252,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1219 | _flags = value; | 1252 | _flags = value; |
1220 | } | 1253 | } |
1221 | } | 1254 | } |
1255 | |||
1256 | [XmlIgnore] | ||
1257 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1258 | { | ||
1259 | get { return m_occupied; } | ||
1260 | set { m_occupied = value; } | ||
1261 | } | ||
1222 | 1262 | ||
1223 | public UUID SitTargetAvatar | 1263 | public UUID SitTargetAvatar |
1224 | { | 1264 | { |
@@ -1275,6 +1315,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1275 | set { m_collisionSoundVolume = value; } | 1315 | set { m_collisionSoundVolume = value; } |
1276 | } | 1316 | } |
1277 | 1317 | ||
1318 | public float Buoyancy | ||
1319 | { | ||
1320 | get { return m_buoyancy; } | ||
1321 | set | ||
1322 | { | ||
1323 | m_buoyancy = value; | ||
1324 | if (PhysActor != null) | ||
1325 | { | ||
1326 | PhysActor.Buoyancy = value; | ||
1327 | } | ||
1328 | } | ||
1329 | } | ||
1330 | |||
1278 | #endregion Public Properties with only Get | 1331 | #endregion Public Properties with only Get |
1279 | 1332 | ||
1280 | private uint ApplyMask(uint val, bool set, uint mask) | 1333 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1647,6 +1700,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1647 | 1700 | ||
1648 | // Move afterwards ResetIDs as it clears the localID | 1701 | // Move afterwards ResetIDs as it clears the localID |
1649 | dupe.LocalId = localID; | 1702 | dupe.LocalId = localID; |
1703 | if(dupe.PhysActor != null) | ||
1704 | dupe.PhysActor.LocalID = localID; | ||
1705 | |||
1650 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 1706 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1651 | dupe._lastOwnerID = OwnerID; | 1707 | dupe._lastOwnerID = OwnerID; |
1652 | 1708 | ||
@@ -2013,19 +2069,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2013 | public Vector3 GetWorldPosition() | 2069 | public Vector3 GetWorldPosition() |
2014 | { | 2070 | { |
2015 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; | 2071 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; |
2016 | |||
2017 | Vector3 axPos = OffsetPosition; | 2072 | Vector3 axPos = OffsetPosition; |
2018 | |||
2019 | axPos *= parentRot; | 2073 | axPos *= parentRot; |
2020 | Vector3 translationOffsetPosition = axPos; | 2074 | Vector3 translationOffsetPosition = axPos; |
2021 | 2075 | if(_parentID == 0) | |
2022 | // m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); | 2076 | { |
2023 | 2077 | return GroupPosition; | |
2024 | Vector3 worldPos = GroupPosition + translationOffsetPosition; | 2078 | } |
2025 | 2079 | else | |
2026 | // m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); | 2080 | { |
2027 | 2081 | return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position | |
2028 | return worldPos; | 2082 | } |
2029 | } | 2083 | } |
2030 | 2084 | ||
2031 | /// <summary> | 2085 | /// <summary> |
@@ -2665,17 +2719,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2665 | //Trys to fetch sound id from prim's inventory. | 2719 | //Trys to fetch sound id from prim's inventory. |
2666 | //Prim's inventory doesn't support non script items yet | 2720 | //Prim's inventory doesn't support non script items yet |
2667 | 2721 | ||
2668 | lock (TaskInventory) | 2722 | TaskInventory.LockItemsForRead(true); |
2723 | |||
2724 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2669 | { | 2725 | { |
2670 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2726 | if (item.Value.Name == sound) |
2671 | { | 2727 | { |
2672 | if (item.Value.Name == sound) | 2728 | soundID = item.Value.ItemID; |
2673 | { | 2729 | break; |
2674 | soundID = item.Value.ItemID; | ||
2675 | break; | ||
2676 | } | ||
2677 | } | 2730 | } |
2678 | } | 2731 | } |
2732 | |||
2733 | TaskInventory.LockItemsForRead(false); | ||
2679 | } | 2734 | } |
2680 | 2735 | ||
2681 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) | 2736 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) |
@@ -2760,7 +2815,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2760 | 2815 | ||
2761 | public void RotLookAt(Quaternion target, float strength, float damping) | 2816 | public void RotLookAt(Quaternion target, float strength, float damping) |
2762 | { | 2817 | { |
2763 | rotLookAt(target, strength, damping); | 2818 | m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup. |
2764 | } | 2819 | } |
2765 | 2820 | ||
2766 | public void rotLookAt(Quaternion target, float strength, float damping) | 2821 | public void rotLookAt(Quaternion target, float strength, float damping) |
@@ -3006,8 +3061,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3006 | { | 3061 | { |
3007 | const float ROTATION_TOLERANCE = 0.01f; | 3062 | const float ROTATION_TOLERANCE = 0.01f; |
3008 | const float VELOCITY_TOLERANCE = 0.001f; | 3063 | const float VELOCITY_TOLERANCE = 0.001f; |
3009 | const float POSITION_TOLERANCE = 0.05f; | 3064 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
3010 | const int TIME_MS_TOLERANCE = 3000; | 3065 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
3011 | 3066 | ||
3012 | if (m_updateFlag == 1) | 3067 | if (m_updateFlag == 1) |
3013 | { | 3068 | { |
@@ -3021,7 +3076,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3021 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 3076 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) |
3022 | { | 3077 | { |
3023 | AddTerseUpdateToAllAvatars(); | 3078 | AddTerseUpdateToAllAvatars(); |
3024 | ClearUpdateSchedule(); | 3079 | |
3025 | 3080 | ||
3026 | // This causes the Scene to 'poll' physical objects every couple of frames | 3081 | // This causes the Scene to 'poll' physical objects every couple of frames |
3027 | // bad, so it's been replaced by an event driven method. | 3082 | // bad, so it's been replaced by an event driven method. |
@@ -3039,16 +3094,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
3039 | m_lastAngularVelocity = AngularVelocity; | 3094 | m_lastAngularVelocity = AngularVelocity; |
3040 | m_lastTerseSent = Environment.TickCount; | 3095 | m_lastTerseSent = Environment.TickCount; |
3041 | } | 3096 | } |
3097 | //Moved this outside of the if clause so updates don't get blocked.. *sigh* | ||
3098 | m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams* | ||
3042 | } | 3099 | } |
3043 | else | 3100 | else |
3044 | { | 3101 | { |
3045 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes | 3102 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes |
3046 | { | 3103 | { |
3047 | AddFullUpdateToAllAvatars(); | 3104 | AddFullUpdateToAllAvatars(); |
3048 | ClearUpdateSchedule(); | 3105 | m_updateFlag = 0; //Same here |
3049 | } | 3106 | } |
3050 | } | 3107 | } |
3051 | ClearUpdateSchedule(); | 3108 | m_updateFlag = 0; |
3052 | } | 3109 | } |
3053 | 3110 | ||
3054 | /// <summary> | 3111 | /// <summary> |
@@ -3076,17 +3133,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3076 | if (!UUID.TryParse(sound, out soundID)) | 3133 | if (!UUID.TryParse(sound, out soundID)) |
3077 | { | 3134 | { |
3078 | // search sound file from inventory | 3135 | // search sound file from inventory |
3079 | lock (TaskInventory) | 3136 | TaskInventory.LockItemsForRead(true); |
3137 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
3080 | { | 3138 | { |
3081 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 3139 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
3082 | { | 3140 | { |
3083 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 3141 | soundID = item.Value.ItemID; |
3084 | { | 3142 | break; |
3085 | soundID = item.Value.ItemID; | ||
3086 | break; | ||
3087 | } | ||
3088 | } | 3143 | } |
3089 | } | 3144 | } |
3145 | TaskInventory.LockItemsForRead(false); | ||
3090 | } | 3146 | } |
3091 | 3147 | ||
3092 | if (soundID == UUID.Zero) | 3148 | if (soundID == UUID.Zero) |
@@ -3497,7 +3553,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3497 | 3553 | ||
3498 | public void StopLookAt() | 3554 | public void StopLookAt() |
3499 | { | 3555 | { |
3500 | m_parentGroup.stopLookAt(); | 3556 | m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup. |
3501 | 3557 | ||
3502 | m_parentGroup.ScheduleGroupForTerseUpdate(); | 3558 | m_parentGroup.ScheduleGroupForTerseUpdate(); |
3503 | } | 3559 | } |
@@ -3548,45 +3604,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
3548 | // TODO: May need to fix for group comparison | 3604 | // TODO: May need to fix for group comparison |
3549 | if (last.Compare(this)) | 3605 | if (last.Compare(this)) |
3550 | { | 3606 | { |
3551 | // m_log.DebugFormat( | 3607 | // m_log.DebugFormat( |
3552 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | 3608 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", |
3553 | // Name, LocalId, m_undo.Count); | 3609 | // Name, LocalId, m_undo.Count); |
3554 | 3610 | ||
3555 | return; | 3611 | return; |
3556 | } | 3612 | } |
3557 | } | 3613 | } |
3558 | } | 3614 | } |
3559 | 3615 | ||
3560 | // m_log.DebugFormat( | 3616 | // m_log.DebugFormat( |
3561 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", | 3617 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", |
3562 | // Name, LocalId, forGroup, m_undo.Count); | 3618 | // Name, LocalId, forGroup, m_undo.Count); |
3563 | 3619 | ||
3564 | if (m_parentGroup.GetSceneMaxUndo() > 0) | 3620 | if (m_parentGroup.GetSceneMaxUndo() > 0) |
3565 | { | 3621 | { |
3566 | UndoState nUndo = new UndoState(this, forGroup); | 3622 | UndoState nUndo = new UndoState(this, forGroup); |
3567 | 3623 | ||
3568 | m_undo.Push(nUndo); | 3624 | m_undo.Push(nUndo); |
3569 | 3625 | ||
3570 | if (m_redo.Count > 0) | 3626 | if (m_redo.Count > 0) |
3571 | m_redo.Clear(); | 3627 | m_redo.Clear(); |
3572 | 3628 | ||
3573 | // m_log.DebugFormat( | 3629 | // m_log.DebugFormat( |
3574 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | 3630 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", |
3575 | // Name, LocalId, forGroup, m_undo.Count); | 3631 | // Name, LocalId, forGroup, m_undo.Count); |
3576 | } | 3632 | } |
3577 | } | 3633 | } |
3578 | } | 3634 | } |
3579 | } | 3635 | } |
3580 | // else | 3636 | // else |
3581 | // { | 3637 | // { |
3582 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | 3638 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); |
3583 | // } | 3639 | // } |
3584 | } | 3640 | } |
3585 | // else | 3641 | // else |
3586 | // { | 3642 | // { |
3587 | // m_log.DebugFormat( | 3643 | // m_log.DebugFormat( |
3588 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | 3644 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); |
3589 | // } | 3645 | // } |
3590 | } | 3646 | } |
3591 | 3647 | ||
3592 | /// <summary> | 3648 | /// <summary> |
@@ -4633,8 +4689,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
4633 | { | 4689 | { |
4634 | m_shape.TextureEntry = textureEntry; | 4690 | m_shape.TextureEntry = textureEntry; |
4635 | TriggerScriptChangedEvent(Changed.TEXTURE); | 4691 | TriggerScriptChangedEvent(Changed.TEXTURE); |
4636 | 4692 | m_updateFlag = 1; | |
4637 | ParentGroup.HasGroupChanged = true; | 4693 | ParentGroup.HasGroupChanged = true; |
4694 | |||
4638 | //This is madness.. | 4695 | //This is madness.. |
4639 | //ParentGroup.ScheduleGroupForFullUpdate(); | 4696 | //ParentGroup.ScheduleGroupForFullUpdate(); |
4640 | //This is sparta | 4697 | //This is sparta |
@@ -4831,5 +4888,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
4831 | Color color = Color; | 4888 | Color color = Color; |
4832 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 4889 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4833 | } | 4890 | } |
4891 | |||
4892 | public void ResetOwnerChangeFlag() | ||
4893 | { | ||
4894 | List<UUID> inv = Inventory.GetInventoryList(); | ||
4895 | |||
4896 | foreach (UUID itemID in inv) | ||
4897 | { | ||
4898 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
4899 | item.OwnerChanged = false; | ||
4900 | Inventory.UpdateInventoryItem(item, false, false); | ||
4901 | } | ||
4902 | } | ||
4834 | } | 4903 | } |
4835 | } | 4904 | } |