dont mess with names and descriptions on coalescence objects. Inventory

name can change for inventory purposes only.
avinationmerge
UbitUmarov 2014-08-05 22:49:41 +01:00
parent 2c4908578e
commit 3c321e5bb3
2 changed files with 7 additions and 2 deletions

View File

@ -1032,10 +1032,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
// object itself before we rez. // object itself before we rez.
// //
// Only do these for the first object if we are rezzing a coalescence. // Only do these for the first object if we are rezzing a coalescence.
if (i == 0) // nahh dont mess with coalescence objects,
// the name in inventory can be change for inventory purpuses only
if (i == 0 && objlist.Count == 1)
{ {
rootPart.Name = item.Name; rootPart.Name = item.Name;
rootPart.Description = item.Description; rootPart.Description = item.Description;
// this should be done only on first or all ???
if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0) if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0)
{ {
rootPart.ObjectSaleType = item.SaleType; rootPart.ObjectSaleType = item.SaleType;

View File

@ -917,7 +917,9 @@ namespace OpenSim.Region.Framework.Scenes
// in the serialization, transfer the correct name from the inventory to the // in the serialization, transfer the correct name from the inventory to the
// object itself before we rez. // object itself before we rez.
// Only do these for the first object if we are rezzing a coalescence. // Only do these for the first object if we are rezzing a coalescence.
if (i == 0) // nahh dont mess with coalescence objects,
// the name in inventory can be change for inventory purpuses only
if (i == 0 && objlist.Count == 1)
{ {
rootPart.Name = item.Name; rootPart.Name = item.Name;
rootPart.Description = item.Description; rootPart.Description = item.Description;