*Fixing another object counting bug
parent
0fe363ba65
commit
5ab5991676
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@ -1386,7 +1386,7 @@ namespace OpenSim.Region.Environment.Scenes
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rootPart.PhysActor = null;
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}
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if (UnlinkSceneObject(group.UUID))
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if (UnlinkSceneObject(group.UUID, false))
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{
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EventManager.TriggerObjectBeingRemovedFromScene(group);
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EventManager.TriggerParcelPrimCountTainted();
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@ -1410,9 +1410,9 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// <param name="uuid"></param>
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/// <returns>true if the object was in the scene, false if it was not</returns>
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public bool UnlinkSceneObject(LLUUID uuid)
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public bool UnlinkSceneObject(LLUUID uuid, bool resultOfLinkingObjects)
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{
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if (m_innerScene.DeleteSceneObject(uuid,true))
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if (m_innerScene.DeleteSceneObject(uuid,resultOfLinkingObjects))
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{
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m_storageManager.DataStore.RemoveObject(uuid, m_regInfo.RegionID);
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@ -1784,7 +1784,7 @@ namespace OpenSim.Region.Environment.Scenes
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part.ClearUndoState();
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}
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m_scene.UnlinkSceneObject(objectGroup.UUID);
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m_scene.UnlinkSceneObject(objectGroup.UUID, true);
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// TODO Deleting the parts may cause problems later on if they have already
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// made it into the update queue. However, sending out updates for those parts is now
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