From 1a407e2545b4f143b97b1c6ac5c5029a72333442 Mon Sep 17 00:00:00 2001 From: Melanie Thielker Date: Sun, 3 Aug 2014 17:32:34 +0200 Subject: Stop deleting objects that have status DIE_AT_EDGE set when they cross regions. This was an OpenSim hack to prevent vehicles from trying to cross. --- .../EntityTransfer/EntityTransferModule.cs | 30 ++++++++++++---------- 1 file changed, 17 insertions(+), 13 deletions(-) diff --git a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs index 8189864..d6d86b9 100644 --- a/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs +++ b/OpenSim/Region/CoreModules/Framework/EntityTransfer/EntityTransferModule.cs @@ -2271,19 +2271,23 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer if (scene == null) return; - if (grp.RootPart.DIE_AT_EDGE) - { - // We remove the object here - try - { - scene.DeleteSceneObject(grp, false); - } - catch (Exception) - { - m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border."); - } - return; - } +// http://wiki.secondlife.com/wiki/STATUS_DIE_AT_EDGE +// DieAtEdge does NOT mean that objects can't cross regions. +// It just means they die when they go off world, unless +// RETURN_AT_EDGE is set. +// if (grp.RootPart.DIE_AT_EDGE) +// { +// // We remove the object here +// try +// { +// scene.DeleteSceneObject(grp, false); +// } +// catch (Exception) +// { +// m_log.Warn("[DATABASE]: exception when trying to remove the prim that crossed the border."); +// } +// return; +// } int thisx = (int)scene.RegionInfo.RegionLocX; int thisy = (int)scene.RegionInfo.RegionLocY; -- cgit v1.1