Mantis #2553: Thank you, idb, for a fix that helps to persist changes in prim attributes.
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f1aa849dff
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4da4941065
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@ -3058,6 +3058,13 @@ if (m_shape != null) {
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{
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{
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bool wasUsingPhysics = ((ObjectFlags & (uint) PrimFlags.Physics) != 0);
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bool wasUsingPhysics = ((ObjectFlags & (uint) PrimFlags.Physics) != 0);
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bool wasTemporary = ((ObjectFlags & (uint)PrimFlags.TemporaryOnRez) != 0);
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bool wasPhantom = ((ObjectFlags & (uint)PrimFlags.Phantom) != 0);
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if ((UsePhysics == wasUsingPhysics) && (wasTemporary == IsTemporary) && (wasPhantom == IsPhantom))
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{
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return;
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}
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if (UsePhysics)
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if (UsePhysics)
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{
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{
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@ -3151,6 +3158,7 @@ if (m_shape != null) {
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RemFlag(PrimFlags.TemporaryOnRez);
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RemFlag(PrimFlags.TemporaryOnRez);
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}
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}
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// System.Console.WriteLine("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
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// System.Console.WriteLine("Update: PHY:" + UsePhysics.ToString() + ", T:" + IsTemporary.ToString() + ", PHA:" + IsPhantom.ToString() + " S:" + CastsShadows.ToString());
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ParentGroup.HasGroupChanged = true;
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ScheduleFullUpdate();
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ScheduleFullUpdate();
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}
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}
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