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-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.cs6
-rw-r--r--OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs2
2 files changed, 4 insertions, 4 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.cs b/OpenSim/Region/Environment/Scenes/Scene.cs
index 7d076ef..8094e4c 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.cs
@@ -1386,7 +1386,7 @@ namespace OpenSim.Region.Environment.Scenes
1386 rootPart.PhysActor = null; 1386 rootPart.PhysActor = null;
1387 } 1387 }
1388 1388
1389 if (UnlinkSceneObject(group.UUID)) 1389 if (UnlinkSceneObject(group.UUID, false))
1390 { 1390 {
1391 EventManager.TriggerObjectBeingRemovedFromScene(group); 1391 EventManager.TriggerObjectBeingRemovedFromScene(group);
1392 EventManager.TriggerParcelPrimCountTainted(); 1392 EventManager.TriggerParcelPrimCountTainted();
@@ -1410,9 +1410,9 @@ namespace OpenSim.Region.Environment.Scenes
1410 /// </summary> 1410 /// </summary>
1411 /// <param name="uuid"></param> 1411 /// <param name="uuid"></param>
1412 /// <returns>true if the object was in the scene, false if it was not</returns> 1412 /// <returns>true if the object was in the scene, false if it was not</returns>
1413 public bool UnlinkSceneObject(LLUUID uuid) 1413 public bool UnlinkSceneObject(LLUUID uuid, bool resultOfLinkingObjects)
1414 { 1414 {
1415 if (m_innerScene.DeleteSceneObject(uuid,true)) 1415 if (m_innerScene.DeleteSceneObject(uuid,resultOfLinkingObjects))
1416 { 1416 {
1417 m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID); 1417 m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID);
1418 1418
diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index c000047..d2687f3 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -1784,7 +1784,7 @@ namespace OpenSim.Region.Environment.Scenes
1784 part.ClearUndoState(); 1784 part.ClearUndoState();
1785 } 1785 }
1786 1786
1787 m_scene.UnlinkSceneObject(objectGroup.UUID); 1787 m_scene.UnlinkSceneObject(objectGroup.UUID, true);
1788 1788
1789 // TODO Deleting the parts may cause problems later on if they have already 1789 // TODO Deleting the parts may cause problems later on if they have already
1790 // made it into the update queue. However, sending out updates for those parts is now 1790 // made it into the update queue. However, sending out updates for those parts is now