From c50533659a9c7627cd6b24820078192b18c662f0 Mon Sep 17 00:00:00 2001 From: Justin Clark-Casey (justincc) Date: Tue, 19 Jul 2011 06:11:16 +0100 Subject: If we store an undo, wipe anything already present on the redo stack This stops problems when we undo a few steps and start off down another path. Surprisingly, apart from this now fixed problem, redo appears to be working too. --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 3 +++ 1 file changed, 3 insertions(+) (limited to 'OpenSim/Region/Framework') diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ccf8a25..e8097fa 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -3705,6 +3705,9 @@ namespace OpenSim.Region.Framework.Scenes m_undo.Push(nUndo); + if (m_redo.Count > 0) + m_redo.Clear(); + // m_log.DebugFormat( // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", // Name, LocalId, forGroup, m_undo.Count); -- cgit v1.1