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-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs11
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs3
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs6
3 files changed, 9 insertions, 11 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index d87091c..746b703 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -2332,16 +2332,17 @@ namespace OpenSim.Region.Framework.Scenes
2332 if (e == null || attachment) // Single 2332 if (e == null || attachment) // Single
2333 { 2333 {
2334 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData); 2334 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(xmlData);
2335/*
2335 if (!attachment) 2336 if (!attachment)
2336 { 2337 {
2337 g.RootPart.AttachPoint = g.RootPart.Shape.State; 2338 g.RootPart.AttachPoint = g.RootPart.Shape.State;
2338 g.RootPart.AttachOffset = g.AbsolutePosition; 2339 g.RootPart.AttachedPos = g.AbsolutePosition;
2339 g.RootPart.AttachRotation = g.GroupRotation; 2340 g.RootPart.AttachRotation = g.GroupRotation;
2340 if (g.RootPart.Shape.PCode != (byte)PCode.NewTree && 2341 if (g.RootPart.Shape.PCode != (byte)PCode.NewTree &&
2341 g.RootPart.Shape.PCode != (byte)PCode.Tree) 2342 g.RootPart.Shape.PCode != (byte)PCode.Tree)
2342 g.RootPart.Shape.State = 0; 2343 g.RootPart.Shape.State = 0;
2343 } 2344 }
2344 2345*/
2345 objlist.Add(g); 2346 objlist.Add(g);
2346 veclist.Add(new Vector3(0, 0, 0)); 2347 veclist.Add(new Vector3(0, 0, 0));
2347 bbox = g.GetAxisAlignedBoundingBox(out offsetHeight); 2348 bbox = g.GetAxisAlignedBoundingBox(out offsetHeight);
@@ -2360,14 +2361,14 @@ namespace OpenSim.Region.Framework.Scenes
2360 foreach (XmlNode n in groups) 2361 foreach (XmlNode n in groups)
2361 { 2362 {
2362 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); 2363 SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml);
2363 2364/*
2364 g.RootPart.AttachPoint = g.RootPart.Shape.State; 2365 g.RootPart.AttachPoint = g.RootPart.Shape.State;
2365 g.RootPart.AttachOffset = g.AbsolutePosition; 2366 g.RootPart.AttachedPos = g.AbsolutePosition;
2366 g.RootPart.AttachRotation = g.GroupRotation; 2367 g.RootPart.AttachRotation = g.GroupRotation;
2367 if (g.RootPart.Shape.PCode != (byte)PCode.NewTree && 2368 if (g.RootPart.Shape.PCode != (byte)PCode.NewTree &&
2368 g.RootPart.Shape.PCode != (byte)PCode.Tree) 2369 g.RootPart.Shape.PCode != (byte)PCode.Tree)
2369 g.RootPart.Shape.State = 0; 2370 g.RootPart.Shape.State = 0;
2370 2371*/
2371 objlist.Add(g); 2372 objlist.Add(g);
2372 2373
2373 XmlElement el = (XmlElement)n; 2374 XmlElement el = (XmlElement)n;
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
index ce9baaa..ab1d2bd 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs
@@ -251,9 +251,6 @@ namespace OpenSim.Region.Framework.Scenes
251 public byte AttachPoint = 0; 251 public byte AttachPoint = 0;
252 252
253 [XmlIgnore] 253 [XmlIgnore]
254 public Vector3 AttachOffset = Vector3.Zero;
255
256 [XmlIgnore]
257 public Quaternion AttachRotation = Quaternion.Identity; 254 public Quaternion AttachRotation = Quaternion.Identity;
258 255
259 [XmlIgnore] 256 [XmlIgnore]
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
index 8893cc0..257e01e 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs
@@ -904,11 +904,11 @@ namespace OpenSim.Region.Framework.Scenes
904 for (int i = 0; i < objlist.Count; i++) 904 for (int i = 0; i < objlist.Count; i++)
905 { 905 {
906 SceneObjectGroup group = objlist[i]; 906 SceneObjectGroup group = objlist[i];
907 907/*
908 group.RootPart.AttachPoint = group.RootPart.Shape.State; 908 group.RootPart.AttachPoint = group.RootPart.Shape.State;
909 group.RootPart.AttachOffset = group.AbsolutePosition; 909 group.RootPart.AttachedPos = group.AbsolutePosition;
910 group.RootPart.AttachRotation = group.GroupRotation; 910 group.RootPart.AttachRotation = group.GroupRotation;
911 911*/
912 group.ResetIDs(); 912 group.ResetIDs();
913 913
914 SceneObjectPart rootPart = group.GetPart(group.UUID); 914 SceneObjectPart rootPart = group.GetPart(group.UUID);