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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs20
1 files changed, 17 insertions, 3 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 782a1af..74d2629 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -307,6 +307,11 @@ namespace OpenSim.Region.Framework.Scenes
307 307
308 private bool m_isBackedUp; 308 private bool m_isBackedUp;
309 309
310 public bool IsBackedUp
311 {
312 get { return m_isBackedUp; }
313 }
314
310 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>(); 315 protected MapAndArray<UUID, SceneObjectPart> m_parts = new MapAndArray<UUID, SceneObjectPart>();
311 316
312 protected ulong m_regionHandle; 317 protected ulong m_regionHandle;
@@ -3450,6 +3455,14 @@ namespace OpenSim.Region.Framework.Scenes
3450 3455
3451 bool god = Scene.Permissions.IsGod(AgentID); 3456 bool god = Scene.Permissions.IsGod(AgentID);
3452 3457
3458 if (field == 1 && god)
3459 {
3460 ForEachPart(part =>
3461 {
3462 part.BaseMask = RootPart.BaseMask;
3463 });
3464 }
3465
3453 AdjustChildPrimPermissions(); 3466 AdjustChildPrimPermissions();
3454 3467
3455 if (field == 1 && god) // Base mask was set. Update all child part inventories 3468 if (field == 1 && god) // Base mask was set. Update all child part inventories
@@ -4374,6 +4387,7 @@ namespace OpenSim.Region.Framework.Scenes
4374 /// <remarks> 4387 /// <remarks>
4375 /// When the physics engine has finished with it, the sculpt data is discarded to save memory. 4388 /// When the physics engine has finished with it, the sculpt data is discarded to save memory.
4376 /// </remarks> 4389 /// </remarks>
4390/*
4377 public void CheckSculptAndLoad() 4391 public void CheckSculptAndLoad()
4378 { 4392 {
4379 if (IsDeleted) 4393 if (IsDeleted)
@@ -4386,10 +4400,10 @@ namespace OpenSim.Region.Framework.Scenes
4386 4400
4387 SceneObjectPart[] parts = m_parts.GetArray(); 4401 SceneObjectPart[] parts = m_parts.GetArray();
4388 4402
4389// for (int i = 0; i < parts.Length; i++) 4403 for (int i = 0; i < parts.Length; i++)
4390// parts[i].CheckSculptAndLoad(); 4404 parts[i].CheckSculptAndLoad();
4391 } 4405 }
4392 4406*/
4393 /// <summary> 4407 /// <summary>
4394 /// Set the user group to which this scene object belongs. 4408 /// Set the user group to which this scene object belongs.
4395 /// </summary> 4409 /// </summary>