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authorJustin Clark-Casey (justincc)2012-02-10 02:13:15 +0000
committerJustin Clark-Casey (justincc)2012-02-10 02:13:15 +0000
commitddca5347c31aa9547395ec918b5b5dcd2e498be7 (patch)
tree947b282022c08cc368d05e5a25827a21bc2bd9bc /OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
parentFix another Torture test build break on Windows. (diff)
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When an asset is uploaded (e.g. a mesh) set individual copy/move/transfer permissions, not PermissionMask.All
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set. This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is). Should resolve http://opensimulator.org/mantis/view.php?id=5651
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs2
1 files changed, 2 insertions, 0 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
index f173c95..a73d9b6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.Inventory.cs
@@ -265,6 +265,8 @@ namespace OpenSim.Region.Framework.Scenes
265 265
266 public void ApplyNextOwnerPermissions() 266 public void ApplyNextOwnerPermissions()
267 { 267 {
268// m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID);
269
268 SceneObjectPart[] parts = m_parts.GetArray(); 270 SceneObjectPart[] parts = m_parts.GetArray();
269 for (int i = 0; i < parts.Length; i++) 271 for (int i = 0; i < parts.Length; i++)
270 parts[i].ApplyNextOwnerPermissions(); 272 parts[i].ApplyNextOwnerPermissions();