diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 219 |
1 files changed, 143 insertions, 76 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 4071159..e4bee0c 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | |||
@@ -62,7 +62,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
62 | TELEPORT = 512, | 62 | TELEPORT = 512, |
63 | REGION_RESTART = 1024, | 63 | REGION_RESTART = 1024, |
64 | MEDIA = 2048, | 64 | MEDIA = 2048, |
65 | ANIMATION = 16384 | 65 | ANIMATION = 16384, |
66 | POSITION = 32768 | ||
66 | } | 67 | } |
67 | 68 | ||
68 | // I don't really know where to put this except here. | 69 | // I don't really know where to put this except here. |
@@ -184,6 +185,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
184 | 185 | ||
185 | public UUID FromFolderID; | 186 | public UUID FromFolderID; |
186 | 187 | ||
188 | // The following two are to hold the attachment data | ||
189 | // while an object is inworld | ||
190 | [XmlIgnore] | ||
191 | public byte AttachPoint = 0; | ||
192 | |||
193 | [XmlIgnore] | ||
194 | public Vector3 AttachOffset = Vector3.Zero; | ||
195 | |||
196 | [XmlIgnore] | ||
187 | public int STATUS_ROTATE_X; | 197 | public int STATUS_ROTATE_X; |
188 | 198 | ||
189 | public int STATUS_ROTATE_Y; | 199 | public int STATUS_ROTATE_Y; |
@@ -253,6 +263,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
253 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 263 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
254 | private Vector3 m_sitTargetPosition; | 264 | private Vector3 m_sitTargetPosition; |
255 | private string m_sitAnimation = "SIT"; | 265 | private string m_sitAnimation = "SIT"; |
266 | private bool m_occupied; // KF if any av is sitting on this prim | ||
256 | private string m_text = String.Empty; | 267 | private string m_text = String.Empty; |
257 | private string m_touchName = String.Empty; | 268 | private string m_touchName = String.Empty; |
258 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); | 269 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); |
@@ -288,6 +299,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
288 | protected Vector3 m_lastAcceleration; | 299 | protected Vector3 m_lastAcceleration; |
289 | protected Vector3 m_lastAngularVelocity; | 300 | protected Vector3 m_lastAngularVelocity; |
290 | protected int m_lastTerseSent; | 301 | protected int m_lastTerseSent; |
302 | protected float m_buoyancy = 0.0f; | ||
291 | 303 | ||
292 | /// <summary> | 304 | /// <summary> |
293 | /// Stores media texture data | 305 | /// Stores media texture data |
@@ -340,7 +352,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
340 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 352 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
341 | Quaternion rotationOffset, Vector3 offsetPosition) | 353 | Quaternion rotationOffset, Vector3 offsetPosition) |
342 | { | 354 | { |
343 | m_name = "Primitive"; | 355 | m_name = "Object"; |
344 | 356 | ||
345 | Rezzed = DateTime.UtcNow; | 357 | Rezzed = DateTime.UtcNow; |
346 | _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 358 | _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
@@ -395,7 +407,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
395 | private uint _ownerMask = (uint)PermissionMask.All; | 407 | private uint _ownerMask = (uint)PermissionMask.All; |
396 | private uint _groupMask = (uint)PermissionMask.None; | 408 | private uint _groupMask = (uint)PermissionMask.None; |
397 | private uint _everyoneMask = (uint)PermissionMask.None; | 409 | private uint _everyoneMask = (uint)PermissionMask.None; |
398 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 410 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
399 | private PrimFlags _flags = PrimFlags.None; | 411 | private PrimFlags _flags = PrimFlags.None; |
400 | private DateTime m_expires; | 412 | private DateTime m_expires; |
401 | private DateTime m_rezzed; | 413 | private DateTime m_rezzed; |
@@ -494,12 +506,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
494 | } | 506 | } |
495 | 507 | ||
496 | /// <value> | 508 | /// <value> |
497 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 509 | /// Get the inventory list |
498 | /// </value> | 510 | /// </value> |
499 | public TaskInventoryDictionary TaskInventory | 511 | public TaskInventoryDictionary TaskInventory |
500 | { | 512 | { |
501 | get { return m_inventory.Items; } | 513 | get { |
502 | set { m_inventory.Items = value; } | 514 | return m_inventory.Items; |
515 | } | ||
516 | set { | ||
517 | m_inventory.Items = value; | ||
518 | } | ||
503 | } | 519 | } |
504 | 520 | ||
505 | /// <summary> | 521 | /// <summary> |
@@ -640,14 +656,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
640 | set { m_LoopSoundSlavePrims = value; } | 656 | set { m_LoopSoundSlavePrims = value; } |
641 | } | 657 | } |
642 | 658 | ||
643 | |||
644 | public Byte[] TextureAnimation | 659 | public Byte[] TextureAnimation |
645 | { | 660 | { |
646 | get { return m_TextureAnimation; } | 661 | get { return m_TextureAnimation; } |
647 | set { m_TextureAnimation = value; } | 662 | set { m_TextureAnimation = value; } |
648 | } | 663 | } |
649 | 664 | ||
650 | |||
651 | public Byte[] ParticleSystem | 665 | public Byte[] ParticleSystem |
652 | { | 666 | { |
653 | get { return m_particleSystem; } | 667 | get { return m_particleSystem; } |
@@ -684,9 +698,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
684 | { | 698 | { |
685 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 699 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
686 | PhysicsActor actor = PhysActor; | 700 | PhysicsActor actor = PhysActor; |
687 | if (actor != null && _parentID == 0) | 701 | if (_parentID == 0) |
688 | { | 702 | { |
689 | m_groupPosition = actor.Position; | 703 | if (actor != null) |
704 | m_groupPosition = actor.Position; | ||
705 | return m_groupPosition; | ||
690 | } | 706 | } |
691 | 707 | ||
692 | if (m_parentGroup.IsAttachment) | 708 | if (m_parentGroup.IsAttachment) |
@@ -696,12 +712,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
696 | return sp.AbsolutePosition; | 712 | return sp.AbsolutePosition; |
697 | } | 713 | } |
698 | 714 | ||
715 | // use root prim's group position. Physics may have updated it | ||
716 | if (ParentGroup.RootPart != this) | ||
717 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
699 | return m_groupPosition; | 718 | return m_groupPosition; |
700 | } | 719 | } |
701 | set | 720 | set |
702 | { | 721 | { |
703 | m_groupPosition = value; | 722 | m_groupPosition = value; |
704 | |||
705 | PhysicsActor actor = PhysActor; | 723 | PhysicsActor actor = PhysActor; |
706 | if (actor != null) | 724 | if (actor != null) |
707 | { | 725 | { |
@@ -721,22 +739,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
721 | 739 | ||
722 | // Tell the physics engines that this prim changed. | 740 | // Tell the physics engines that this prim changed. |
723 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 741 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
742 | |||
724 | } | 743 | } |
725 | catch (Exception e) | 744 | catch (Exception e) |
726 | { | 745 | { |
727 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 746 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); |
728 | } | 747 | } |
729 | } | 748 | } |
730 | |||
731 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
732 | if (m_sitTargetAvatar != UUID.Zero) | ||
733 | { | ||
734 | ScenePresence avatar; | ||
735 | if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar)) | ||
736 | { | ||
737 | avatar.ParentPosition = GetWorldPosition(); | ||
738 | } | ||
739 | } | ||
740 | } | 749 | } |
741 | } | 750 | } |
742 | 751 | ||
@@ -745,7 +754,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
745 | get { return m_offsetPosition; } | 754 | get { return m_offsetPosition; } |
746 | set | 755 | set |
747 | { | 756 | { |
748 | // StoreUndoState(); | 757 | Vector3 oldpos = m_offsetPosition; |
749 | m_offsetPosition = value; | 758 | m_offsetPosition = value; |
750 | 759 | ||
751 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 760 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -760,7 +769,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
760 | if (m_parentGroup.Scene != null) | 769 | if (m_parentGroup.Scene != null) |
761 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 770 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
762 | } | 771 | } |
772 | |||
773 | if (!m_parentGroup.m_dupeInProgress) | ||
774 | { | ||
775 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
776 | foreach (ScenePresence av in avs) | ||
777 | { | ||
778 | if (av.ParentID == m_localId) | ||
779 | { | ||
780 | Vector3 offset = (m_offsetPosition - oldpos); | ||
781 | av.AbsolutePosition += offset; | ||
782 | av.SendAvatarDataToAllAgents(); | ||
783 | } | ||
784 | } | ||
785 | } | ||
763 | } | 786 | } |
787 | TriggerScriptChangedEvent(Changed.POSITION); | ||
764 | } | 788 | } |
765 | } | 789 | } |
766 | 790 | ||
@@ -909,7 +933,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
909 | /// <summary></summary> | 933 | /// <summary></summary> |
910 | public Vector3 Acceleration | 934 | public Vector3 Acceleration |
911 | { | 935 | { |
912 | get { return m_acceleration; } | 936 | get |
937 | { | ||
938 | PhysicsActor actor = PhysActor; | ||
939 | if (actor != null) | ||
940 | { | ||
941 | m_acceleration = actor.Acceleration; | ||
942 | } | ||
943 | return m_acceleration; | ||
944 | } | ||
945 | |||
913 | set { m_acceleration = value; } | 946 | set { m_acceleration = value; } |
914 | } | 947 | } |
915 | 948 | ||
@@ -1248,6 +1281,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1248 | _flags = value; | 1281 | _flags = value; |
1249 | } | 1282 | } |
1250 | } | 1283 | } |
1284 | |||
1285 | [XmlIgnore] | ||
1286 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1287 | { | ||
1288 | get { return m_occupied; } | ||
1289 | set { m_occupied = value; } | ||
1290 | } | ||
1251 | 1291 | ||
1252 | /// <summary> | 1292 | /// <summary> |
1253 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero | 1293 | /// ID of the avatar that is sat on us. If there is no such avatar then is UUID.Zero |
@@ -1307,6 +1347,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1307 | set { m_collisionSoundVolume = value; } | 1347 | set { m_collisionSoundVolume = value; } |
1308 | } | 1348 | } |
1309 | 1349 | ||
1350 | public float Buoyancy | ||
1351 | { | ||
1352 | get { return m_buoyancy; } | ||
1353 | set | ||
1354 | { | ||
1355 | m_buoyancy = value; | ||
1356 | if (PhysActor != null) | ||
1357 | { | ||
1358 | PhysActor.Buoyancy = value; | ||
1359 | } | ||
1360 | } | ||
1361 | } | ||
1362 | |||
1310 | #endregion Public Properties with only Get | 1363 | #endregion Public Properties with only Get |
1311 | 1364 | ||
1312 | private uint ApplyMask(uint val, bool set, uint mask) | 1365 | private uint ApplyMask(uint val, bool set, uint mask) |
@@ -1678,6 +1731,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1678 | 1731 | ||
1679 | // Move afterwards ResetIDs as it clears the localID | 1732 | // Move afterwards ResetIDs as it clears the localID |
1680 | dupe.LocalId = localID; | 1733 | dupe.LocalId = localID; |
1734 | if(dupe.PhysActor != null) | ||
1735 | dupe.PhysActor.LocalID = localID; | ||
1736 | |||
1681 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 1737 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1682 | dupe._lastOwnerID = OwnerID; | 1738 | dupe._lastOwnerID = OwnerID; |
1683 | 1739 | ||
@@ -2039,19 +2095,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2039 | public Vector3 GetWorldPosition() | 2095 | public Vector3 GetWorldPosition() |
2040 | { | 2096 | { |
2041 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; | 2097 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; |
2042 | |||
2043 | Vector3 axPos = OffsetPosition; | 2098 | Vector3 axPos = OffsetPosition; |
2044 | |||
2045 | axPos *= parentRot; | 2099 | axPos *= parentRot; |
2046 | Vector3 translationOffsetPosition = axPos; | 2100 | Vector3 translationOffsetPosition = axPos; |
2047 | 2101 | if(_parentID == 0) | |
2048 | // m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); | 2102 | { |
2049 | 2103 | return GroupPosition; | |
2050 | Vector3 worldPos = GroupPosition + translationOffsetPosition; | 2104 | } |
2051 | 2105 | else | |
2052 | // m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); | 2106 | { |
2053 | 2107 | return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position | |
2054 | return worldPos; | 2108 | } |
2055 | } | 2109 | } |
2056 | 2110 | ||
2057 | /// <summary> | 2111 | /// <summary> |
@@ -2691,17 +2745,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2691 | //Trys to fetch sound id from prim's inventory. | 2745 | //Trys to fetch sound id from prim's inventory. |
2692 | //Prim's inventory doesn't support non script items yet | 2746 | //Prim's inventory doesn't support non script items yet |
2693 | 2747 | ||
2694 | lock (TaskInventory) | 2748 | TaskInventory.LockItemsForRead(true); |
2749 | |||
2750 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2695 | { | 2751 | { |
2696 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2752 | if (item.Value.Name == sound) |
2697 | { | 2753 | { |
2698 | if (item.Value.Name == sound) | 2754 | soundID = item.Value.ItemID; |
2699 | { | 2755 | break; |
2700 | soundID = item.Value.ItemID; | ||
2701 | break; | ||
2702 | } | ||
2703 | } | 2756 | } |
2704 | } | 2757 | } |
2758 | |||
2759 | TaskInventory.LockItemsForRead(false); | ||
2705 | } | 2760 | } |
2706 | 2761 | ||
2707 | m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) | 2762 | m_parentGroup.Scene.ForEachRootScenePresence(delegate(ScenePresence sp) |
@@ -2784,7 +2839,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2784 | 2839 | ||
2785 | public void RotLookAt(Quaternion target, float strength, float damping) | 2840 | public void RotLookAt(Quaternion target, float strength, float damping) |
2786 | { | 2841 | { |
2787 | rotLookAt(target, strength, damping); | 2842 | m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup. |
2788 | } | 2843 | } |
2789 | 2844 | ||
2790 | public void rotLookAt(Quaternion target, float strength, float damping) | 2845 | public void rotLookAt(Quaternion target, float strength, float damping) |
@@ -3030,8 +3085,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3030 | { | 3085 | { |
3031 | const float ROTATION_TOLERANCE = 0.01f; | 3086 | const float ROTATION_TOLERANCE = 0.01f; |
3032 | const float VELOCITY_TOLERANCE = 0.001f; | 3087 | const float VELOCITY_TOLERANCE = 0.001f; |
3033 | const float POSITION_TOLERANCE = 0.05f; | 3088 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
3034 | const int TIME_MS_TOLERANCE = 3000; | 3089 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
3035 | 3090 | ||
3036 | switch (UpdateFlag) | 3091 | switch (UpdateFlag) |
3037 | { | 3092 | { |
@@ -3094,17 +3149,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3094 | if (!UUID.TryParse(sound, out soundID)) | 3149 | if (!UUID.TryParse(sound, out soundID)) |
3095 | { | 3150 | { |
3096 | // search sound file from inventory | 3151 | // search sound file from inventory |
3097 | lock (TaskInventory) | 3152 | TaskInventory.LockItemsForRead(true); |
3153 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
3098 | { | 3154 | { |
3099 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 3155 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
3100 | { | 3156 | { |
3101 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 3157 | soundID = item.Value.ItemID; |
3102 | { | 3158 | break; |
3103 | soundID = item.Value.ItemID; | ||
3104 | break; | ||
3105 | } | ||
3106 | } | 3159 | } |
3107 | } | 3160 | } |
3161 | TaskInventory.LockItemsForRead(false); | ||
3108 | } | 3162 | } |
3109 | 3163 | ||
3110 | if (soundID == UUID.Zero) | 3164 | if (soundID == UUID.Zero) |
@@ -3515,7 +3569,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3515 | 3569 | ||
3516 | public void StopLookAt() | 3570 | public void StopLookAt() |
3517 | { | 3571 | { |
3518 | m_parentGroup.stopLookAt(); | 3572 | m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup. |
3519 | 3573 | ||
3520 | m_parentGroup.ScheduleGroupForTerseUpdate(); | 3574 | m_parentGroup.ScheduleGroupForTerseUpdate(); |
3521 | } | 3575 | } |
@@ -3566,45 +3620,45 @@ namespace OpenSim.Region.Framework.Scenes | |||
3566 | // TODO: May need to fix for group comparison | 3620 | // TODO: May need to fix for group comparison |
3567 | if (last.Compare(this)) | 3621 | if (last.Compare(this)) |
3568 | { | 3622 | { |
3569 | // m_log.DebugFormat( | 3623 | // m_log.DebugFormat( |
3570 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", | 3624 | // "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}", |
3571 | // Name, LocalId, m_undo.Count); | 3625 | // Name, LocalId, m_undo.Count); |
3572 | 3626 | ||
3573 | return; | 3627 | return; |
3574 | } | 3628 | } |
3575 | } | 3629 | } |
3576 | } | 3630 | } |
3577 | 3631 | ||
3578 | // m_log.DebugFormat( | 3632 | // m_log.DebugFormat( |
3579 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", | 3633 | // "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}", |
3580 | // Name, LocalId, forGroup, m_undo.Count); | 3634 | // Name, LocalId, forGroup, m_undo.Count); |
3581 | 3635 | ||
3582 | if (m_parentGroup.GetSceneMaxUndo() > 0) | 3636 | if (m_parentGroup.GetSceneMaxUndo() > 0) |
3583 | { | 3637 | { |
3584 | UndoState nUndo = new UndoState(this, forGroup); | 3638 | UndoState nUndo = new UndoState(this, forGroup); |
3585 | 3639 | ||
3586 | m_undo.Push(nUndo); | 3640 | m_undo.Push(nUndo); |
3587 | 3641 | ||
3588 | if (m_redo.Count > 0) | 3642 | if (m_redo.Count > 0) |
3589 | m_redo.Clear(); | 3643 | m_redo.Clear(); |
3590 | 3644 | ||
3591 | // m_log.DebugFormat( | 3645 | // m_log.DebugFormat( |
3592 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", | 3646 | // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", |
3593 | // Name, LocalId, forGroup, m_undo.Count); | 3647 | // Name, LocalId, forGroup, m_undo.Count); |
3594 | } | 3648 | } |
3595 | } | 3649 | } |
3596 | } | 3650 | } |
3597 | } | 3651 | } |
3598 | // else | 3652 | // else |
3599 | // { | 3653 | // { |
3600 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); | 3654 | // m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId); |
3601 | // } | 3655 | // } |
3602 | } | 3656 | } |
3603 | // else | 3657 | // else |
3604 | // { | 3658 | // { |
3605 | // m_log.DebugFormat( | 3659 | // m_log.DebugFormat( |
3606 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); | 3660 | // "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId); |
3607 | // } | 3661 | // } |
3608 | } | 3662 | } |
3609 | 3663 | ||
3610 | /// <summary> | 3664 | /// <summary> |
@@ -4652,8 +4706,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
4652 | { | 4706 | { |
4653 | m_shape.TextureEntry = textureEntry; | 4707 | m_shape.TextureEntry = textureEntry; |
4654 | TriggerScriptChangedEvent(Changed.TEXTURE); | 4708 | TriggerScriptChangedEvent(Changed.TEXTURE); |
4655 | 4709 | UpdateFlag = UpdateRequired.FULL; | |
4656 | ParentGroup.HasGroupChanged = true; | 4710 | ParentGroup.HasGroupChanged = true; |
4711 | |||
4657 | //This is madness.. | 4712 | //This is madness.. |
4658 | //ParentGroup.ScheduleGroupForFullUpdate(); | 4713 | //ParentGroup.ScheduleGroupForFullUpdate(); |
4659 | //This is sparta | 4714 | //This is sparta |
@@ -4850,5 +4905,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
4850 | Color color = Color; | 4905 | Color color = Color; |
4851 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 4906 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4852 | } | 4907 | } |
4908 | |||
4909 | public void ResetOwnerChangeFlag() | ||
4910 | { | ||
4911 | List<UUID> inv = Inventory.GetInventoryList(); | ||
4912 | |||
4913 | foreach (UUID itemID in inv) | ||
4914 | { | ||
4915 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
4916 | item.OwnerChanged = false; | ||
4917 | Inventory.UpdateInventoryItem(item, false, false); | ||
4918 | } | ||
4919 | } | ||
4853 | } | 4920 | } |
4854 | } | 4921 | } |