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-rw-r--r--OpenSim/Region/Environment/Scenes/Scene.Inventory.cs10
1 files changed, 5 insertions, 5 deletions
diff --git a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
index c3391d6..5ff6dec 100644
--- a/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Environment/Scenes/Scene.Inventory.cs
@@ -1311,9 +1311,9 @@ namespace OpenSim.Region.Environment.Scenes
1311 } 1311 }
1312 1312
1313 part.ParentGroup.AddInventoryItem(remoteClient, localID, item, copyID); 1313 part.ParentGroup.AddInventoryItem(remoteClient, localID, item, copyID);
1314 // Posting on_rez to the prim. Not much point, but 1314 // TODO: switch to posting on_rez here when scripts
1315 // needed to kill gratuitious compiler messages 1315 // have state in inventory
1316 part.CreateScriptInstance(copyID, 0, true, DefaultScriptEngine); 1316 part.CreateScriptInstance(copyID, 0, false, DefaultScriptEngine);
1317 1317
1318 // m_log.InfoFormat("[PRIMINVENTORY]: " + 1318 // m_log.InfoFormat("[PRIMINVENTORY]: " +
1319 // "Rezzed script {0} into prim local ID {1} for user {2}", 1319 // "Rezzed script {0} into prim local ID {1} for user {2}",
@@ -2060,8 +2060,8 @@ namespace OpenSim.Region.Environment.Scenes
2060 //group.ApplyPhysics(m_physicalPrim); 2060 //group.ApplyPhysics(m_physicalPrim);
2061 } 2061 }
2062 2062
2063 // TODO: make this true to fire on_rez when scripts have state while in inventory 2063 // Fire on_rez
2064 group.CreateScriptInstances(0, false, DefaultScriptEngine); 2064 group.CreateScriptInstances(0, true, DefaultScriptEngine);
2065 2065
2066 if (!attachment) 2066 if (!attachment)
2067 rootPart.ScheduleFullUpdate(); 2067 rootPart.ScheduleFullUpdate();