diff --git a/OpenSim/Data/MySQL/Resources/AssetStore.migrations b/OpenSim/Data/MySQL/Resources/AssetStore.migrations index 3fd58b772c..9c5563038f 100644 --- a/OpenSim/Data/MySQL/Resources/AssetStore.migrations +++ b/OpenSim/Data/MySQL/Resources/AssetStore.migrations @@ -73,5 +73,5 @@ ALTER TABLE assets ADD COLUMN asset_flags INTEGER NOT NULL DEFAULT 0; :VERSION 8 -alter table assets add CreatorID varchar(36) not null default '' +ALTER TABLE assets ADD COLUMN CreatorID varchar(36) NOT NULL DEFAULT ''; diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index 2352cedef4..901dcba707 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -502,8 +502,9 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess group.RootPart.IsAttachment = true; } - // For attachments, we must make sure that only a single object update occurs after we've finished - // all the necessary operations. + // If we're rezzing an attachment then don't ask AddNewSceneObject() to update the client since + // we'll be doing that later on. Scheduling more than one full update during the attachment + // process causes some clients to fail to display the attachment properly. m_Scene.AddNewSceneObject(group, true, false); // m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index d174d04482..683df93390 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -3466,7 +3466,7 @@ namespace OpenSim.Region.Framework.Scenes /// public void SetText(string text, Vector3 color, double alpha) { - Color = Color.FromArgb(0xff - (int) (alpha*0xff), + Color = Color.FromArgb((int) (alpha*0xff), (int) (color.X*0xff), (int) (color.Y*0xff), (int) (color.Z*0xff));