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 /// /// 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) -- cgit v1.1