diff options
author | Justin Clark-Casey (justincc) | 2011-03-26 02:05:53 +0000 |
---|---|---|
committer | Justin Clark-Casey (justincc) | 2011-03-26 02:05:53 +0000 |
commit | bfd9cc44b40e64af3c7504d43a15b7e1b44070a0 (patch) | |
tree | 25776df2f787778fa42b2959430e6e4c211f638b /OpenSim/Region/Framework/Interfaces/IEstateDataStore.cs | |
parent | Merge branch 'master' into primcounts (diff) | |
download | opensim-SC_OLD-bfd9cc44b40e64af3c7504d43a15b7e1b44070a0.zip opensim-SC_OLD-bfd9cc44b40e64af3c7504d43a15b7e1b44070a0.tar.gz opensim-SC_OLD-bfd9cc44b40e64af3c7504d43a15b7e1b44070a0.tar.bz2 opensim-SC_OLD-bfd9cc44b40e64af3c7504d43a15b7e1b44070a0.tar.xz |
When an object is duplicated, add the dupe to the uuid/local id indexes as well as the basic entities list.
Added a prim counts test to reinforce this - shift-copy was no incrementing prim count. This will sometime become a basic scene test.
New code needs to be refactored so we just call SceneGraph.AddSceneObject(). This will happen in the near future.
With this, basic owner prim counts on a single parcel appear to be working fine (with the same previous existing taint calls as used by the land management module).
More work to do.
Diffstat (limited to 'OpenSim/Region/Framework/Interfaces/IEstateDataStore.cs')
0 files changed, 0 insertions, 0 deletions