From 1641e4ecb1135ad5255f7614b7530d3763fd2768 Mon Sep 17 00:00:00 2001
From: Justin Clarke Casey
Date: Fri, 14 Mar 2008 18:51:51 +0000
Subject: * Remove stupid bug I just introduced where delinking would only
 delink one prim at a time. * Teaches me not to say stuff like 'this is now
 working'

---
 OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs | 13 +------------
 1 file changed, 1 insertion(+), 12 deletions(-)

(limited to 'OpenSim')

diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
index 71e1536..3101b5a 100644
--- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
+++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs
@@ -1027,18 +1027,7 @@ namespace OpenSim.Region.Environment.Scenes
         /// </summary>
         /// <param name="partID"></param>
         public void DelinkFromGroup(uint partID)
-        {
-            // Don't try and update if we're already in the middle of updating
-            if (RootPart.UpdateFlag > 0)
-            {
-                // I've never actually seen this happen, though I think it's theoretically possible
-                m_log.WarnFormat(
-                    "[SCENE OBJECT GROUP]: Aborted delink update for {0}, {1} as it has yet to finish linking", 
-                    RootPart.Name, RootPart.UUID);
-                
-                return;
-            }
-            
+        {        
             SceneObjectPart linkPart = GetChildPart(partID);
 
             if (null != linkPart)
-- 
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