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-rw-r--r--OpenSim/Region/Framework/Scenes/SceneGraph.cs23
1 files changed, 19 insertions, 4 deletions
diff --git a/OpenSim/Region/Framework/Scenes/SceneGraph.cs b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
index b2e5dc3..743fd50 100644
--- a/OpenSim/Region/Framework/Scenes/SceneGraph.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneGraph.cs
@@ -1661,6 +1661,13 @@ namespace OpenSim.Region.Framework.Scenes
1661 /// <param name="childPrims"></param> 1661 /// <param name="childPrims"></param>
1662 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children) 1662 protected internal void LinkObjects(SceneObjectPart root, List<SceneObjectPart> children)
1663 { 1663 {
1664 SceneObjectGroup parentGroup = root.ParentGroup;
1665 if (parentGroup == null) return;
1666
1667 // Cowardly refuse to link to a group owned root
1668 if (parentGroup.OwnerID == parentGroup.GroupID)
1669 return;
1670
1664 Monitor.Enter(m_updateLock); 1671 Monitor.Enter(m_updateLock);
1665 try 1672 try
1666 { 1673 {
@@ -1683,11 +1690,14 @@ namespace OpenSim.Region.Framework.Scenes
1683 1690
1684 foreach (SceneObjectGroup child in childGroups) 1691 foreach (SceneObjectGroup child in childGroups)
1685 { 1692 {
1686 parentGroup.LinkToGroup(child); 1693 if (parentGroup.OwnerID == child.OwnerID)
1694 {
1695 parentGroup.LinkToGroup(child);
1687 1696
1688 // this is here so physics gets updated! 1697 // this is here so physics gets updated!
1689 // Don't remove! Bad juju! Stay away! or fix physics! 1698 // Don't remove! Bad juju! Stay away! or fix physics!
1690 child.AbsolutePosition = child.AbsolutePosition; 1699 child.AbsolutePosition = child.AbsolutePosition;
1700 }
1691 } 1701 }
1692 1702
1693 // We need to explicitly resend the newly link prim's object properties since no other actions 1703 // We need to explicitly resend the newly link prim's object properties since no other actions
@@ -1725,9 +1735,14 @@ namespace OpenSim.Region.Framework.Scenes
1725 if (part.ParentGroup.PrimCount != 1) // Skip single 1735 if (part.ParentGroup.PrimCount != 1) // Skip single
1726 { 1736 {
1727 if (part.LinkNum < 2) // Root 1737 if (part.LinkNum < 2) // Root
1738 {
1728 rootParts.Add(part); 1739 rootParts.Add(part);
1740 }
1729 else 1741 else
1742 {
1743 part.LastOwnerID = part.ParentGroup.RootPart.LastOwnerID;
1730 childParts.Add(part); 1744 childParts.Add(part);
1745 }
1731 1746
1732 SceneObjectGroup group = part.ParentGroup; 1747 SceneObjectGroup group = part.ParentGroup;
1733 if (!affectedGroups.Contains(group)) 1748 if (!affectedGroups.Contains(group))