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authorJustin Clarke Casey2008-11-07 18:52:28 +0000
committerJustin Clarke Casey2008-11-07 18:52:28 +0000
commitcd96a339760ca1bd85c012d73cf92cee366a6b9e (patch)
tree7c2a3b3b4ecba3c8e057d65784c4fd6c587e14d9 /OpenSim/Region/Environment/Scenes/InnerScene.cs
parent* refactor: allocate local ids to prims only when an object is attached to a ... (diff)
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* Stop now unnecessary separate local id allocation for restored objects
* remove a debug line I accidentally left in there
Diffstat (limited to 'OpenSim/Region/Environment/Scenes/InnerScene.cs')
-rw-r--r--OpenSim/Region/Environment/Scenes/InnerScene.cs7
1 files changed, 0 insertions, 7 deletions
diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs
index 6c0f57b..2f7ca21 100644
--- a/OpenSim/Region/Environment/Scenes/InnerScene.cs
+++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs
@@ -197,13 +197,6 @@ namespace OpenSim.Region.Environment.Scenes
197 protected internal bool AddRestoredSceneObject( 197 protected internal bool AddRestoredSceneObject(
198 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) 198 SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted)
199 { 199 {
200 foreach (SceneObjectPart part in sceneObject.Children.Values)
201 {
202 part.LocalId = m_parentScene.PrimIDAllocate();
203 }
204
205 sceneObject.UpdateParentIDs();
206
207 if (!alreadyPersisted) 200 if (!alreadyPersisted)
208 { 201 {
209 sceneObject.ForceInventoryPersistence(); 202 sceneObject.ForceInventoryPersistence();