diff options
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 215 |
1 files changed, 139 insertions, 76 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 04fef83..893faf8 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. |
@@ -190,7 +191,15 @@ namespace OpenSim.Region.Framework.Scenes | |||
190 | 191 | ||
191 | public UUID FromFolderID; | 192 | public UUID FromFolderID; |
192 | 193 | ||
193 | 194 | // The following two are to hold the attachment data | |
195 | // while an object is inworld | ||
196 | [XmlIgnore] | ||
197 | public byte AttachPoint = 0; | ||
198 | |||
199 | [XmlIgnore] | ||
200 | public Vector3 AttachOffset = Vector3.Zero; | ||
201 | |||
202 | [XmlIgnore] | ||
194 | public int STATUS_ROTATE_X; | 203 | public int STATUS_ROTATE_X; |
195 | 204 | ||
196 | 205 | ||
@@ -272,6 +281,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
272 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; | 281 | private Quaternion m_sitTargetOrientation = Quaternion.Identity; |
273 | private Vector3 m_sitTargetPosition; | 282 | private Vector3 m_sitTargetPosition; |
274 | private string m_sitAnimation = "SIT"; | 283 | private string m_sitAnimation = "SIT"; |
284 | private bool m_occupied; // KF if any av is sitting on this prim | ||
275 | private string m_text = String.Empty; | 285 | private string m_text = String.Empty; |
276 | private string m_touchName = String.Empty; | 286 | private string m_touchName = String.Empty; |
277 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); | 287 | private readonly Stack<UndoState> m_undo = new Stack<UndoState>(5); |
@@ -315,6 +325,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
315 | protected Vector3 m_lastAcceleration; | 325 | protected Vector3 m_lastAcceleration; |
316 | protected Vector3 m_lastAngularVelocity; | 326 | protected Vector3 m_lastAngularVelocity; |
317 | protected int m_lastTerseSent; | 327 | protected int m_lastTerseSent; |
328 | protected float m_buoyancy = 0.0f; | ||
318 | 329 | ||
319 | /// <summary> | 330 | /// <summary> |
320 | /// Stores media texture data | 331 | /// Stores media texture data |
@@ -367,7 +378,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
367 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, | 378 | UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition, |
368 | Quaternion rotationOffset, Vector3 offsetPosition) | 379 | Quaternion rotationOffset, Vector3 offsetPosition) |
369 | { | 380 | { |
370 | m_name = "Primitive"; | 381 | m_name = "Object"; |
371 | 382 | ||
372 | Rezzed = DateTime.UtcNow; | 383 | Rezzed = DateTime.UtcNow; |
373 | _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); | 384 | _creationDate = (int)Utils.DateTimeToUnixTime(Rezzed); |
@@ -422,7 +433,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
422 | private uint _ownerMask = (uint)PermissionMask.All; | 433 | private uint _ownerMask = (uint)PermissionMask.All; |
423 | private uint _groupMask = (uint)PermissionMask.None; | 434 | private uint _groupMask = (uint)PermissionMask.None; |
424 | private uint _everyoneMask = (uint)PermissionMask.None; | 435 | private uint _everyoneMask = (uint)PermissionMask.None; |
425 | private uint _nextOwnerMask = (uint)PermissionMask.All; | 436 | private uint _nextOwnerMask = (uint)(PermissionMask.Move | PermissionMask.Modify | PermissionMask.Transfer); |
426 | private PrimFlags _flags = PrimFlags.None; | 437 | private PrimFlags _flags = PrimFlags.None; |
427 | private DateTime m_expires; | 438 | private DateTime m_expires; |
428 | private DateTime m_rezzed; | 439 | private DateTime m_rezzed; |
@@ -521,12 +532,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
521 | } | 532 | } |
522 | 533 | ||
523 | /// <value> | 534 | /// <value> |
524 | /// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes | 535 | /// Get the inventory list |
525 | /// </value> | 536 | /// </value> |
526 | public TaskInventoryDictionary TaskInventory | 537 | public TaskInventoryDictionary TaskInventory |
527 | { | 538 | { |
528 | get { return m_inventory.Items; } | 539 | get { |
529 | set { m_inventory.Items = value; } | 540 | return m_inventory.Items; |
541 | } | ||
542 | set { | ||
543 | m_inventory.Items = value; | ||
544 | } | ||
530 | } | 545 | } |
531 | 546 | ||
532 | /// <summary> | 547 | /// <summary> |
@@ -667,14 +682,12 @@ namespace OpenSim.Region.Framework.Scenes | |||
667 | set { m_LoopSoundSlavePrims = value; } | 682 | set { m_LoopSoundSlavePrims = value; } |
668 | } | 683 | } |
669 | 684 | ||
670 | |||
671 | public Byte[] TextureAnimation | 685 | public Byte[] TextureAnimation |
672 | { | 686 | { |
673 | get { return m_TextureAnimation; } | 687 | get { return m_TextureAnimation; } |
674 | set { m_TextureAnimation = value; } | 688 | set { m_TextureAnimation = value; } |
675 | } | 689 | } |
676 | 690 | ||
677 | |||
678 | public Byte[] ParticleSystem | 691 | public Byte[] ParticleSystem |
679 | { | 692 | { |
680 | get { return m_particleSystem; } | 693 | get { return m_particleSystem; } |
@@ -711,9 +724,11 @@ namespace OpenSim.Region.Framework.Scenes | |||
711 | { | 724 | { |
712 | // If this is a linkset, we don't want the physics engine mucking up our group position here. | 725 | // If this is a linkset, we don't want the physics engine mucking up our group position here. |
713 | PhysicsActor actor = PhysActor; | 726 | PhysicsActor actor = PhysActor; |
714 | if (actor != null && _parentID == 0) | 727 | if (_parentID == 0) |
715 | { | 728 | { |
716 | m_groupPosition = actor.Position; | 729 | if (actor != null) |
730 | m_groupPosition = actor.Position; | ||
731 | return m_groupPosition; | ||
717 | } | 732 | } |
718 | 733 | ||
719 | if (m_parentGroup.IsAttachment) | 734 | if (m_parentGroup.IsAttachment) |
@@ -723,12 +738,14 @@ namespace OpenSim.Region.Framework.Scenes | |||
723 | return sp.AbsolutePosition; | 738 | return sp.AbsolutePosition; |
724 | } | 739 | } |
725 | 740 | ||
741 | // use root prim's group position. Physics may have updated it | ||
742 | if (ParentGroup.RootPart != this) | ||
743 | m_groupPosition = ParentGroup.RootPart.GroupPosition; | ||
726 | return m_groupPosition; | 744 | return m_groupPosition; |
727 | } | 745 | } |
728 | set | 746 | set |
729 | { | 747 | { |
730 | m_groupPosition = value; | 748 | m_groupPosition = value; |
731 | |||
732 | PhysicsActor actor = PhysActor; | 749 | PhysicsActor actor = PhysActor; |
733 | if (actor != null) | 750 | if (actor != null) |
734 | { | 751 | { |
@@ -748,22 +765,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
748 | 765 | ||
749 | // Tell the physics engines that this prim changed. | 766 | // Tell the physics engines that this prim changed. |
750 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 767 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
768 | |||
751 | } | 769 | } |
752 | catch (Exception e) | 770 | catch (Exception e) |
753 | { | 771 | { |
754 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); | 772 | m_log.Error("[SCENEOBJECTPART]: GROUP POSITION. " + e.Message); |
755 | } | 773 | } |
756 | } | 774 | } |
757 | |||
758 | // TODO if we decide to do sitting in a more SL compatible way (multiple avatars per prim), this has to be fixed, too | ||
759 | if (m_sitTargetAvatar != UUID.Zero) | ||
760 | { | ||
761 | ScenePresence avatar; | ||
762 | if (m_parentGroup.Scene.TryGetScenePresence(m_sitTargetAvatar, out avatar)) | ||
763 | { | ||
764 | avatar.ParentPosition = GetWorldPosition(); | ||
765 | } | ||
766 | } | ||
767 | } | 775 | } |
768 | } | 776 | } |
769 | 777 | ||
@@ -772,7 +780,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
772 | get { return m_offsetPosition; } | 780 | get { return m_offsetPosition; } |
773 | set | 781 | set |
774 | { | 782 | { |
775 | // StoreUndoState(); | 783 | Vector3 oldpos = m_offsetPosition; |
776 | m_offsetPosition = value; | 784 | m_offsetPosition = value; |
777 | 785 | ||
778 | if (ParentGroup != null && !ParentGroup.IsDeleted) | 786 | if (ParentGroup != null && !ParentGroup.IsDeleted) |
@@ -787,7 +795,22 @@ namespace OpenSim.Region.Framework.Scenes | |||
787 | if (m_parentGroup.Scene != null) | 795 | if (m_parentGroup.Scene != null) |
788 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); | 796 | m_parentGroup.Scene.PhysicsScene.AddPhysicsActorTaint(actor); |
789 | } | 797 | } |
798 | |||
799 | if (!m_parentGroup.m_dupeInProgress) | ||
800 | { | ||
801 | List<ScenePresence> avs = ParentGroup.GetLinkedAvatars(); | ||
802 | foreach (ScenePresence av in avs) | ||
803 | { | ||
804 | if (av.LinkedPrim == m_uuid) | ||
805 | { | ||
806 | Vector3 offset = (m_offsetPosition - oldpos); | ||
807 | av.OffsetPosition += offset; | ||
808 | av.SendAvatarDataToAllAgents(); | ||
809 | } | ||
810 | } | ||
811 | } | ||
790 | } | 812 | } |
813 | TriggerScriptChangedEvent(Changed.POSITION); | ||
791 | } | 814 | } |
792 | } | 815 | } |
793 | 816 | ||
@@ -829,7 +852,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
829 | 852 | ||
830 | set | 853 | set |
831 | { | 854 | { |
832 | StoreUndoState(); | 855 | StoreUndoState(UndoType.STATE_PRIM_ROTATION); |
833 | m_rotationOffset = value; | 856 | m_rotationOffset = value; |
834 | 857 | ||
835 | PhysicsActor actor = PhysActor; | 858 | PhysicsActor actor = PhysActor; |
@@ -914,7 +937,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
914 | /// <summary></summary> | 937 | /// <summary></summary> |
915 | public Vector3 Acceleration | 938 | public Vector3 Acceleration |
916 | { | 939 | { |
917 | get { return m_acceleration; } | 940 | get |
941 | { | ||
942 | PhysicsActor actor = PhysActor; | ||
943 | if (actor != null) | ||
944 | { | ||
945 | m_acceleration = actor.Acceleration; | ||
946 | } | ||
947 | return m_acceleration; | ||
948 | } | ||
949 | |||
918 | set { m_acceleration = value; } | 950 | set { m_acceleration = value; } |
919 | } | 951 | } |
920 | 952 | ||
@@ -1245,6 +1277,13 @@ namespace OpenSim.Region.Framework.Scenes | |||
1245 | _flags = value; | 1277 | _flags = value; |
1246 | } | 1278 | } |
1247 | } | 1279 | } |
1280 | |||
1281 | [XmlIgnore] | ||
1282 | public bool IsOccupied // KF If an av is sittingon this prim | ||
1283 | { | ||
1284 | get { return m_occupied; } | ||
1285 | set { m_occupied = value; } | ||
1286 | } | ||
1248 | 1287 | ||
1249 | 1288 | ||
1250 | public UUID SitTargetAvatar | 1289 | public UUID SitTargetAvatar |
@@ -1303,6 +1342,19 @@ namespace OpenSim.Region.Framework.Scenes | |||
1303 | set { m_collisionSoundVolume = value; } | 1342 | set { m_collisionSoundVolume = value; } |
1304 | } | 1343 | } |
1305 | 1344 | ||
1345 | public float Buoyancy | ||
1346 | { | ||
1347 | get { return m_buoyancy; } | ||
1348 | set | ||
1349 | { | ||
1350 | m_buoyancy = value; | ||
1351 | if (PhysActor != null) | ||
1352 | { | ||
1353 | PhysActor.Buoyancy = value; | ||
1354 | } | ||
1355 | } | ||
1356 | } | ||
1357 | |||
1306 | #endregion Public Properties with only Get | 1358 | #endregion Public Properties with only Get |
1307 | 1359 | ||
1308 | #region Private Methods | 1360 | #region Private Methods |
@@ -1319,14 +1371,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
1319 | } | 1371 | } |
1320 | } | 1372 | } |
1321 | 1373 | ||
1322 | /// <summary> | ||
1323 | /// Clear all pending updates of parts to clients | ||
1324 | /// </summary> | ||
1325 | private void ClearUpdateSchedule() | ||
1326 | { | ||
1327 | m_updateFlag = 0; | ||
1328 | } | ||
1329 | |||
1330 | private void SendObjectPropertiesToClient(UUID AgentID) | 1374 | private void SendObjectPropertiesToClient(UUID AgentID) |
1331 | { | 1375 | { |
1332 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) | 1376 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence avatar) |
@@ -1663,6 +1707,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
1663 | 1707 | ||
1664 | // Move afterwards ResetIDs as it clears the localID | 1708 | // Move afterwards ResetIDs as it clears the localID |
1665 | dupe.LocalId = localID; | 1709 | dupe.LocalId = localID; |
1710 | if(dupe.PhysActor != null) | ||
1711 | dupe.PhysActor.LocalID = localID; | ||
1712 | |||
1666 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. | 1713 | // This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated. |
1667 | dupe._lastOwnerID = OwnerID; | 1714 | dupe._lastOwnerID = OwnerID; |
1668 | 1715 | ||
@@ -1713,7 +1760,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1713 | PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); | 1760 | PrimitiveBaseShape shape = PrimitiveBaseShape.Create(); |
1714 | part.Shape = shape; | 1761 | part.Shape = shape; |
1715 | 1762 | ||
1716 | part.Name = "Primitive"; | 1763 | part.Name = "Object"; |
1717 | part._ownerID = UUID.Random(); | 1764 | part._ownerID = UUID.Random(); |
1718 | 1765 | ||
1719 | return part; | 1766 | return part; |
@@ -2045,19 +2092,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
2045 | public Vector3 GetWorldPosition() | 2092 | public Vector3 GetWorldPosition() |
2046 | { | 2093 | { |
2047 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; | 2094 | Quaternion parentRot = ParentGroup.RootPart.RotationOffset; |
2048 | |||
2049 | Vector3 axPos = OffsetPosition; | 2095 | Vector3 axPos = OffsetPosition; |
2050 | |||
2051 | axPos *= parentRot; | 2096 | axPos *= parentRot; |
2052 | Vector3 translationOffsetPosition = axPos; | 2097 | Vector3 translationOffsetPosition = axPos; |
2053 | 2098 | if(_parentID == 0) | |
2054 | // m_log.DebugFormat("[SCENE OBJECT PART]: Found group pos {0} for part {1}", GroupPosition, Name); | 2099 | { |
2055 | 2100 | return GroupPosition; | |
2056 | Vector3 worldPos = GroupPosition + translationOffsetPosition; | 2101 | } |
2057 | 2102 | else | |
2058 | // m_log.DebugFormat("[SCENE OBJECT PART]: Found world pos {0} for part {1}", worldPos, Name); | 2103 | { |
2059 | 2104 | return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position | |
2060 | return worldPos; | 2105 | } |
2061 | } | 2106 | } |
2062 | 2107 | ||
2063 | /// <summary> | 2108 | /// <summary> |
@@ -2697,17 +2742,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
2697 | //Trys to fetch sound id from prim's inventory. | 2742 | //Trys to fetch sound id from prim's inventory. |
2698 | //Prim's inventory doesn't support non script items yet | 2743 | //Prim's inventory doesn't support non script items yet |
2699 | 2744 | ||
2700 | lock (TaskInventory) | 2745 | TaskInventory.LockItemsForRead(true); |
2746 | |||
2747 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
2701 | { | 2748 | { |
2702 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 2749 | if (item.Value.Name == sound) |
2703 | { | 2750 | { |
2704 | if (item.Value.Name == sound) | 2751 | soundID = item.Value.ItemID; |
2705 | { | 2752 | break; |
2706 | soundID = item.Value.ItemID; | ||
2707 | break; | ||
2708 | } | ||
2709 | } | 2753 | } |
2710 | } | 2754 | } |
2755 | |||
2756 | TaskInventory.LockItemsForRead(false); | ||
2711 | } | 2757 | } |
2712 | 2758 | ||
2713 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) | 2759 | m_parentGroup.Scene.ForEachScenePresence(delegate(ScenePresence sp) |
@@ -2792,7 +2838,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
2792 | 2838 | ||
2793 | public void RotLookAt(Quaternion target, float strength, float damping) | 2839 | public void RotLookAt(Quaternion target, float strength, float damping) |
2794 | { | 2840 | { |
2795 | rotLookAt(target, strength, damping); | 2841 | m_parentGroup.rotLookAt(target, strength, damping); // This calls method in SceneObjectGroup. |
2796 | } | 2842 | } |
2797 | 2843 | ||
2798 | public void rotLookAt(Quaternion target, float strength, float damping) | 2844 | public void rotLookAt(Quaternion target, float strength, float damping) |
@@ -3033,8 +3079,8 @@ namespace OpenSim.Region.Framework.Scenes | |||
3033 | { | 3079 | { |
3034 | const float ROTATION_TOLERANCE = 0.01f; | 3080 | const float ROTATION_TOLERANCE = 0.01f; |
3035 | const float VELOCITY_TOLERANCE = 0.001f; | 3081 | const float VELOCITY_TOLERANCE = 0.001f; |
3036 | const float POSITION_TOLERANCE = 0.05f; | 3082 | const float POSITION_TOLERANCE = 0.05f; // I don't like this, but I suppose it's necessary |
3037 | const int TIME_MS_TOLERANCE = 3000; | 3083 | const int TIME_MS_TOLERANCE = 200; //llSetPos has a 200ms delay. This should NOT be 3 seconds. |
3038 | 3084 | ||
3039 | if (m_updateFlag == 1) | 3085 | if (m_updateFlag == 1) |
3040 | { | 3086 | { |
@@ -3048,7 +3094,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3048 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) | 3094 | Environment.TickCount - m_lastTerseSent > TIME_MS_TOLERANCE) |
3049 | { | 3095 | { |
3050 | AddTerseUpdateToAllAvatars(); | 3096 | AddTerseUpdateToAllAvatars(); |
3051 | ClearUpdateSchedule(); | 3097 | |
3052 | 3098 | ||
3053 | // This causes the Scene to 'poll' physical objects every couple of frames | 3099 | // This causes the Scene to 'poll' physical objects every couple of frames |
3054 | // bad, so it's been replaced by an event driven method. | 3100 | // bad, so it's been replaced by an event driven method. |
@@ -3066,16 +3112,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
3066 | m_lastAngularVelocity = AngularVelocity; | 3112 | m_lastAngularVelocity = AngularVelocity; |
3067 | m_lastTerseSent = Environment.TickCount; | 3113 | m_lastTerseSent = Environment.TickCount; |
3068 | } | 3114 | } |
3115 | //Moved this outside of the if clause so updates don't get blocked.. *sigh* | ||
3116 | m_updateFlag = 0; //Why were we calling a function to do this? Inefficient! *screams* | ||
3069 | } | 3117 | } |
3070 | else | 3118 | else |
3071 | { | 3119 | { |
3072 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes | 3120 | if (m_updateFlag == 2) // is a new prim, just created/reloaded or has major changes |
3073 | { | 3121 | { |
3074 | AddFullUpdateToAllAvatars(); | 3122 | AddFullUpdateToAllAvatars(); |
3075 | ClearUpdateSchedule(); | 3123 | m_updateFlag = 0; //Same here |
3076 | } | 3124 | } |
3077 | } | 3125 | } |
3078 | ClearUpdateSchedule(); | 3126 | m_updateFlag = 0; |
3079 | } | 3127 | } |
3080 | 3128 | ||
3081 | /// <summary> | 3129 | /// <summary> |
@@ -3103,17 +3151,16 @@ namespace OpenSim.Region.Framework.Scenes | |||
3103 | if (!UUID.TryParse(sound, out soundID)) | 3151 | if (!UUID.TryParse(sound, out soundID)) |
3104 | { | 3152 | { |
3105 | // search sound file from inventory | 3153 | // search sound file from inventory |
3106 | lock (TaskInventory) | 3154 | TaskInventory.LockItemsForRead(true); |
3155 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | ||
3107 | { | 3156 | { |
3108 | foreach (KeyValuePair<UUID, TaskInventoryItem> item in TaskInventory) | 3157 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) |
3109 | { | 3158 | { |
3110 | if (item.Value.Name == sound && item.Value.Type == (int)AssetType.Sound) | 3159 | soundID = item.Value.ItemID; |
3111 | { | 3160 | break; |
3112 | soundID = item.Value.ItemID; | ||
3113 | break; | ||
3114 | } | ||
3115 | } | 3161 | } |
3116 | } | 3162 | } |
3163 | TaskInventory.LockItemsForRead(false); | ||
3117 | } | 3164 | } |
3118 | 3165 | ||
3119 | if (soundID == UUID.Zero) | 3166 | if (soundID == UUID.Zero) |
@@ -3196,14 +3243,6 @@ namespace OpenSim.Region.Framework.Scenes | |||
3196 | STATUS_ROTATE_Z = rotate; | 3243 | STATUS_ROTATE_Z = rotate; |
3197 | } | 3244 | } |
3198 | 3245 | ||
3199 | public void SetBuoyancy(float fvalue) | ||
3200 | { | ||
3201 | if (PhysActor != null) | ||
3202 | { | ||
3203 | PhysActor.Buoyancy = fvalue; | ||
3204 | } | ||
3205 | } | ||
3206 | |||
3207 | public void SetDieAtEdge(bool p) | 3246 | public void SetDieAtEdge(bool p) |
3208 | { | 3247 | { |
3209 | if (m_parentGroup.IsDeleted) | 3248 | if (m_parentGroup.IsDeleted) |
@@ -3524,7 +3563,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3524 | 3563 | ||
3525 | public void StopLookAt() | 3564 | public void StopLookAt() |
3526 | { | 3565 | { |
3527 | m_parentGroup.stopLookAt(); | 3566 | m_parentGroup.stopLookAt(); // This calls method in SceneObjectGroup. |
3528 | 3567 | ||
3529 | m_parentGroup.ScheduleGroupForTerseUpdate(); | 3568 | m_parentGroup.ScheduleGroupForTerseUpdate(); |
3530 | } | 3569 | } |
@@ -3551,8 +3590,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
3551 | m_parentGroup.ScheduleGroupForTerseUpdate(); | 3590 | m_parentGroup.ScheduleGroupForTerseUpdate(); |
3552 | //m_parentGroup.ScheduleGroupForFullUpdate(); | 3591 | //m_parentGroup.ScheduleGroupForFullUpdate(); |
3553 | } | 3592 | } |
3554 | 3593 | public void StoreUndoState(UndoType type) | |
3555 | public void StoreUndoState() | ||
3556 | { | 3594 | { |
3557 | StoreUndoState(false); | 3595 | StoreUndoState(false); |
3558 | } | 3596 | } |
@@ -3592,6 +3630,18 @@ namespace OpenSim.Region.Framework.Scenes | |||
3592 | { | 3630 | { |
3593 | UndoState nUndo = new UndoState(this, forGroup); | 3631 | UndoState nUndo = new UndoState(this, forGroup); |
3594 | 3632 | ||
3633 | UndoState nUndo = new UndoState(this, type); | ||
3634 | |||
3635 | if (lastUndo != null) | ||
3636 | { | ||
3637 | TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated); | ||
3638 | if (ts.TotalMilliseconds < 500) | ||
3639 | { | ||
3640 | //Delete the last entry since it was less than 500 milliseconds ago | ||
3641 | nUndo.Merge(lastUndo); | ||
3642 | m_undo.Pop(); | ||
3643 | } | ||
3644 | } | ||
3595 | m_undo.Push(nUndo); | 3645 | m_undo.Push(nUndo); |
3596 | 3646 | ||
3597 | if (m_redo.Count > 0) | 3647 | if (m_redo.Count > 0) |
@@ -4663,8 +4713,9 @@ namespace OpenSim.Region.Framework.Scenes | |||
4663 | { | 4713 | { |
4664 | m_shape.TextureEntry = textureEntry; | 4714 | m_shape.TextureEntry = textureEntry; |
4665 | TriggerScriptChangedEvent(Changed.TEXTURE); | 4715 | TriggerScriptChangedEvent(Changed.TEXTURE); |
4666 | 4716 | m_updateFlag = 1; | |
4667 | ParentGroup.HasGroupChanged = true; | 4717 | ParentGroup.HasGroupChanged = true; |
4718 | |||
4668 | //This is madness.. | 4719 | //This is madness.. |
4669 | //ParentGroup.ScheduleGroupForFullUpdate(); | 4720 | //ParentGroup.ScheduleGroupForFullUpdate(); |
4670 | //This is sparta | 4721 | //This is sparta |
@@ -4855,5 +4906,17 @@ namespace OpenSim.Region.Framework.Scenes | |||
4855 | Color color = Color; | 4906 | Color color = Color; |
4856 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); | 4907 | return new Color4(color.R, color.G, color.B, (byte)(0xFF - color.A)); |
4857 | } | 4908 | } |
4909 | |||
4910 | public void ResetOwnerChangeFlag() | ||
4911 | { | ||
4912 | List<UUID> inv = Inventory.GetInventoryList(); | ||
4913 | |||
4914 | foreach (UUID itemID in inv) | ||
4915 | { | ||
4916 | TaskInventoryItem item = Inventory.GetInventoryItem(itemID); | ||
4917 | item.OwnerChanged = false; | ||
4918 | Inventory.UpdateInventoryItem(item, false, false); | ||
4919 | } | ||
4920 | } | ||
4858 | } | 4921 | } |
4859 | } | 4922 | } |