* This fixes the object edit box's flipping checkboxes when you modify one of the permission masks or Locked status using the available checkboxes.
							parent
							
								
									d79633b7c7
								
							
						
					
					
						commit
						49a6ac300f
					
				| 
						 | 
				
			
			@ -917,6 +917,10 @@ namespace OpenSim.Region.Environment.Scenes
 | 
			
		|||
                {
 | 
			
		||||
                    group.GrabMovement(offset, pos, remoteClient);
 | 
			
		||||
                }
 | 
			
		||||
                // This is outside the above permissions condition
 | 
			
		||||
                // so that if the object is locked the client moving the object
 | 
			
		||||
                // get's it's position on the simulator even if it was the same as before
 | 
			
		||||
                // This keeps the moving user's client in sync with the rest of the world.
 | 
			
		||||
                group.SendGroupTerseUpdate();
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
| 
						 | 
				
			
			@ -1610,8 +1610,24 @@ namespace OpenSim.Region.Environment.Scenes
 | 
			
		|||
                        NextOwnerMask = ApplyMask(NextOwnerMask, set, mask);
 | 
			
		||||
                        break;
 | 
			
		||||
                }
 | 
			
		||||
                SendFullUpdateToAllClients();
 | 
			
		||||
 | 
			
		||||
                // ScheduleFullUpdate();
 | 
			
		||||
                SendObjectPropertiesToClient(AgentID);
 | 
			
		||||
                
 | 
			
		||||
                
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
        private void SendObjectPropertiesToClient(LLUUID AgentID)
 | 
			
		||||
        {
 | 
			
		||||
            List<ScenePresence> avatars = m_parentGroup.GetScenePresences();
 | 
			
		||||
            for (int i = 0; i < avatars.Count; i++)
 | 
			
		||||
            {
 | 
			
		||||
                // Ugly reference :(
 | 
			
		||||
                if (avatars[i].UUID == AgentID)
 | 
			
		||||
                {
 | 
			
		||||
                    m_parentGroup.GetProperties(avatars[i].ControllingClient);
 | 
			
		||||
                }
 | 
			
		||||
            }
 | 
			
		||||
        }
 | 
			
		||||
 | 
			
		||||
| 
						 | 
				
			
			
 | 
			
		|||
		Loading…
	
		Reference in New Issue