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-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs10
1 files changed, 6 insertions, 4 deletions
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index a85c8d3..47a239a 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -81,6 +81,10 @@ namespace OpenSim.Region.Environment.Scenes
81 81
82 public delegate void PrimCountTaintedDelegate(); 82 public delegate void PrimCountTaintedDelegate();
83 83
84 /// <summary>
85 /// A scene object group is conceptually an object in the scene. The object is constituted of SceneObjectParts
86 /// (often known as prims), one of which is considered the root part.
87 /// </summary>
84 public partial class SceneObjectGroup : EntityBase 88 public partial class SceneObjectGroup : EntityBase
85 { 89 {
86 private PrimCountTaintedDelegate handlerPrimCountTainted = null; 90 private PrimCountTaintedDelegate handlerPrimCountTainted = null;
@@ -2055,9 +2059,7 @@ namespace OpenSim.Region.Environment.Scenes
2055 /// <summary> 2059 /// <summary>
2056 /// Get the parts of this scene object 2060 /// Get the parts of this scene object
2057 /// </summary> 2061 /// </summary>
2058 /// <returns> 2062 /// <returns></returns>
2059 /// A <see cref="SceneObjectPart"/>
2060 /// </returns>
2061 public SceneObjectPart[] GetParts() 2063 public SceneObjectPart[] GetParts()
2062 { 2064 {
2063 int numParts = Children.Count; 2065 int numParts = Children.Count;
@@ -2067,7 +2069,7 @@ namespace OpenSim.Region.Environment.Scenes
2067 } 2069 }
2068 2070
2069 /// <summary> 2071 /// <summary>
2070 /// 2072 /// Update the texture entry for this part
2071 /// </summary> 2073 /// </summary>
2072 /// <param name="localID"></param> 2074 /// <param name="localID"></param>
2073 /// <param name="textureEntry"></param> 2075 /// <param name="textureEntry"></param>