diff --git a/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs index fe6256f2dc..28e9850fa8 100644 --- a/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs +++ b/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs @@ -62,7 +62,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions #region Bypass Permissions / Debug Permissions Stuff // Bypasses the permissions engine - private bool m_bypassPermissions = false; + private bool m_bypassPermissions = true; private bool m_bypassPermissionsValue = true; private bool m_debugPermissions = false; private bool m_allowGridGods = false; @@ -372,8 +372,6 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions if (IsEstateManager(user) && m_RegionOwnerIsGod) return objectOwnerMask; - - // Admin should be able to edit anything in the sim (including admin objects) if (IsAdministrator(user)) return objectOwnerMask; @@ -823,13 +821,11 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions return false; } - SceneObjectGroup group = (SceneObjectGroup)m_scene.Entities[objectID]; UUID objectOwner = group.OwnerID; locked = ((group.RootPart.OwnerMask & PERM_LOCKED) == 0); - // This is an exception to the generic object permission. // Administrators who lock their objects should not be able to move them, // however generic object permission should return true. diff --git a/bin/OpenSim.ini.example b/bin/OpenSim.ini.example index b544be745c..a19c4d2a29 100644 --- a/bin/OpenSim.ini.example +++ b/bin/OpenSim.ini.example @@ -113,7 +113,8 @@ ; If set to false, then, in theory, the server never carries out permission checks (allowing anybody to copy ; any item, etc. This may not yet be implemented uniformally. ; If set to true, then all permissions checks are carried out - serverside_object_permissions = true + ; Default is false + serverside_object_permissions = false allow_grid_gods = false