From ca6b5fc80d438a183ce38395a13d9cd5069102ad Mon Sep 17 00:00:00 2001 From: UbitUmarov Date: Sun, 13 Dec 2015 18:22:46 +0000 Subject: taint prim count when join or subdivide parcels --- OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) (limited to 'OpenSim/Region') diff --git a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs index 873035b..329fa81 100644 --- a/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs +++ b/OpenSim/Region/CoreModules/World/Land/LandManagementModule.cs @@ -1007,7 +1007,6 @@ namespace OpenSim.Region.CoreModules.World.Land ILandObject result = AddLandObject(newLand); UpdateLandObject(startLandObject.LandData.LocalID, startLandObject.LandData); - result.SendLandUpdateToAvatarsOverMe(); if(startLandObject.LandData.LandingType == (byte)LandingType.LandingPoint) { @@ -1021,6 +1020,9 @@ namespace OpenSim.Region.CoreModules.World.Land } } + m_scene.EventManager.TriggerParcelPrimCountTainted(); + + result.SendLandUpdateToAvatarsOverMe(); startLandObject.SendLandUpdateToAvatarsOverMe(); m_scene.ForEachClient(SendParcelOverlay); @@ -1087,6 +1089,7 @@ namespace OpenSim.Region.CoreModules.World.Land } } + m_scene.EventManager.TriggerParcelPrimCountTainted(); masterLandObject.SendLandUpdateToAvatarsOverMe(); m_scene.ForEachClient(SendParcelOverlay); } -- cgit v1.1