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-rw-r--r--OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs13
-rw-r--r--OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs6
2 files changed, 14 insertions, 5 deletions
diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
index e6b58b3..4b39341 100644
--- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
+++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs
@@ -794,14 +794,17 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
794 m_log.Debug("[InventoryAccessModule]: Object has UUID.Zero! Position 3"); 794 m_log.Debug("[InventoryAccessModule]: Object has UUID.Zero! Position 3");
795 } 795 }
796 796
797 // If it's rezzed in world, select it. Much easier to
798 // find small items.
799 //
800 if (!attachment) 797 if (!attachment)
801 { 798 {
799 // If it's rezzed in world, select it. Much easier to
800 // find small items.
801 //
802 group.RootPart.CreateSelected = true; 802 group.RootPart.CreateSelected = true;
803 foreach (SceneObjectPart child in group.Parts) 803
804 child.CreateSelected = true; 804 foreach (SceneObjectPart part in group.Parts)
805 {
806 part.CreateSelected = true;
807 }
805 } 808 }
806 809
807 group.ResetIDs(); 810 group.ResetIDs();
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index fca42c8..2819545 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -183,6 +183,12 @@ namespace OpenSim.Region.Framework.Scenes
183 public void ClearPartAttachmentData() 183 public void ClearPartAttachmentData()
184 { 184 {
185 AttachmentPoint = 0; 185 AttachmentPoint = 0;
186
187 // Even though we don't use child part state parameters for attachments any more, we still need to set
188 // these to zero since having them non-zero in rezzed scene objects will crash some clients. Even if
189 // we store them correctly, scene objects that we receive from elsewhere might not.
190 foreach (SceneObjectPart part in Parts)
191 part.Shape.State = 0;
186 } 192 }
187 193
188 /// <summary> 194 /// <summary>