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authorOren Hurvitz2013-09-25 10:56:05 +0300
committerJustin Clark-Casey (justincc)2013-10-15 23:59:16 +0100
commitd0c17808391e93964dcaf0ffcf06899c5669f4ff (patch)
treeaff765cc1e1359a89aef48ad266ae1ab95e04fd0 /OpenSim/Region/Framework/Interfaces
parentAs discussed on many previous occasions, switch the default physics engine in... (diff)
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Fixed rezzing coalesced objects from a prim's inventory
Previously only the first object in the Coalesced Object was rezzed. Now all the objects are rezzed.
Diffstat (limited to 'OpenSim/Region/Framework/Interfaces')
-rw-r--r--OpenSim/Region/Framework/Interfaces/IEntityInventory.cs10
1 files changed, 6 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
index 150193d..9ffda51 100644
--- a/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
+++ b/OpenSim/Region/Framework/Interfaces/IEntityInventory.cs
@@ -234,15 +234,17 @@ namespace OpenSim.Region.Framework.Interfaces
234 List<TaskInventoryItem> GetInventoryItems(InventoryType type); 234 List<TaskInventoryItem> GetInventoryItems(InventoryType type);
235 235
236 /// <summary> 236 /// <summary>
237 /// Get the scene object referenced by an inventory item. 237 /// Get the scene object(s) referenced by an inventory item.
238 /// </summary> 238 /// </summary>
239 /// 239 ///
240 /// This is returned in a 'rez ready' state. That is, name, description, permissions and other details have 240 /// This is returned in a 'rez ready' state. That is, name, description, permissions and other details have
241 /// been adjusted to reflect the part and item from which it originates. 241 /// been adjusted to reflect the part and item from which it originates.
242 /// 242 ///
243 /// <param name="item"></param> 243 /// <param name="item">Inventory item</param>
244 /// <returns>The scene object. Null if the scene object asset couldn't be found</returns> 244 /// <param name="objlist">The scene objects</param>
245 SceneObjectGroup GetRezReadySceneObject(TaskInventoryItem item); 245 /// <param name="veclist">Relative offsets for each object</param>
246 /// <returns>true = success, false = the scene object asset couldn't be found</returns>
247 bool GetRezReadySceneObjects(TaskInventoryItem item, out List<SceneObjectGroup> objlist, out List<Vector3> veclist);
246 248
247 /// <summary> 249 /// <summary>
248 /// Update an existing inventory item. 250 /// Update an existing inventory item.