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Diffstat (limited to 'OpenSim/Region/Framework/Scenes/SceneObjectPart.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectPart.cs215
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}