From 7228ad7a51e7f976e58331e06aba133528ee2cb3 Mon Sep 17 00:00:00 2001
From: UbitUmarov
Date: Thu, 18 Oct 2012 15:30:42 +0100
Subject: extend coment to include all unused SOG CheckSculptAndLoad()
---
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 7 ++++---
1 file changed, 4 insertions(+), 3 deletions(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index 4b22ebe..f490d90 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -4287,6 +4287,7 @@ namespace OpenSim.Region.Framework.Scenes
///
/// When the physics engine has finished with it, the sculpt data is discarded to save memory.
///
+/*
public void CheckSculptAndLoad()
{
if (IsDeleted)
@@ -4299,10 +4300,10 @@ namespace OpenSim.Region.Framework.Scenes
SceneObjectPart[] parts = m_parts.GetArray();
-// for (int i = 0; i < parts.Length; i++)
-// parts[i].CheckSculptAndLoad();
+ for (int i = 0; i < parts.Length; i++)
+ parts[i].CheckSculptAndLoad();
}
-
+*/
///
/// Set the user group to which this scene object belongs.
///
--
cgit v1.1
From 0d00b97aecf07a19d50ba57e7e717ffbbcd10658 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sun, 28 Oct 2012 18:41:47 +0000
Subject: Deep copy the collection of at_target objects so it can't be modified
while it's being iterated
---
OpenSim/Region/Framework/Scenes/Scene.cs | 5 ++++-
1 file changed, 4 insertions(+), 1 deletion(-)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs
index 8034bc6..05ce00a 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.cs
@@ -1666,7 +1666,10 @@ namespace OpenSim.Region.Framework.Scenes
{
List objs = new List();
lock (m_groupsWithTargets)
- objs = new List(m_groupsWithTargets.Values);
+ {
+ foreach (SceneObjectGroup grp in m_groupsWithTargets.Values)
+ objs.Add(grp);
+ }
foreach (SceneObjectGroup entry in objs)
entry.checkAtTargets();
--
cgit v1.1
From 1a34f42426b5819f97079c138c596182bf683416 Mon Sep 17 00:00:00 2001
From: Melanie
Date: Sun, 28 Oct 2012 18:34:57 +0100
Subject: Add a property to determine if a link set is stored in the database.
Also, fix a bug where "Force object permissive" god action would fail to
reset child prim permissions.
---
OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs | 13 +++++++++++++
1 file changed, 13 insertions(+)
(limited to 'OpenSim/Region/Framework/Scenes')
diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
index b12d0e0..ee61de6 100644
--- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
@@ -307,6 +307,11 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_isBackedUp;
+ public bool IsBackedUp
+ {
+ get { return m_isBackedUp; }
+ }
+
protected MapAndArray m_parts = new MapAndArray();
protected ulong m_regionHandle;
@@ -3431,6 +3436,14 @@ namespace OpenSim.Region.Framework.Scenes
bool god = Scene.Permissions.IsGod(AgentID);
+ if (field == 1 && god)
+ {
+ ForEachPart(part =>
+ {
+ part.BaseMask = RootPart.BaseMask;
+ });
+ }
+
AdjustChildPrimPermissions();
if (field == 1 && god) // Base mask was set. Update all child part inventories
--
cgit v1.1