always allow part deselect
parent
9d6a1e01f9
commit
5a3ba2afbb
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@ -260,21 +260,18 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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return;
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bool oldgprSelect = part.ParentGroup.IsSelected;
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bool oldgprSelect = part.ParentGroup.IsSelected;
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bool oldSelect = part.IsSelected;
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// This is wrong, wrong, wrong. Selection should not be
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part.IsSelected = false;
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// handled by group, but by prim. Legacy cruft.
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// TODO: Make selection flagging per prim!
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if (oldgprSelect != part.ParentGroup.IsSelected)
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//
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if (Permissions.CanChangeSelectedState(part, (ScenePresence)remoteClient.SceneAgent))
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{
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{
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part.IsSelected = false;
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if (!part.ParentGroup.IsAttachment )
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if (!part.ParentGroup.IsAttachment && oldgprSelect != part.ParentGroup.IsSelected)
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EventManager.TriggerParcelPrimCountTainted();
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EventManager.TriggerParcelPrimCountTainted();
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// restore targetOmega
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if (part.AngularVelocity != Vector3.Zero)
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part.ScheduleTerseUpdate();
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}
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}
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// restore targetOmega
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if (oldSelect && part.AngularVelocity != Vector3.Zero)
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part.ScheduleTerseUpdate();
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}
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}
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public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
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public virtual void ProcessMoneyTransferRequest(UUID source, UUID destination, int amount,
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