on drop send full update on root prim, terse on others ( as sl ). Fix
count down of number of physicial prims on attach, if removing themavinationmerge
parent
25b4e268a3
commit
93143ba012
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@ -719,7 +719,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
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// rootPart.ApplyPhysics(rootPart.GetEffectiveObjectFlags(), rootPart.VolumeDetectActive,false);
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// not physical, not temporary, phaton, not volume detector
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// not physical, not temporary, phaton, not volume detector
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so.UpdatePrimFlags(rootPart.LocalId,false,false,true,false);
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so.UpdatePrimFlags(rootPart.LocalId,false,false,true,rootPart.VolumeDetectActive);
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so.HasGroupChanged = true;
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so.HasGroupChanged = true;
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rootPart.Rezzed = DateTime.Now;
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rootPart.Rezzed = DateTime.Now;
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@ -738,7 +738,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// Attach (NULL) stops scripts. We don't want that. Resume them.
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// Attach (NULL) stops scripts. We don't want that. Resume them.
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so.ResumeScripts();
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so.ResumeScripts();
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so.ScheduleGroupForFullUpdate();
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so.ScheduleGroupForTerseUpdate();
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so.RootPart.ScheduleFullUpdate();
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}
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}
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public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
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public void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup so)
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@ -935,6 +936,8 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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// else
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// else
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if (part.PhysActor != null)
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if (part.PhysActor != null)
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{
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{
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if(part.PhysActor.IsPhysical)
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so.Scene.RemovePhysicalPrim(1);
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part.RemoveFromPhysics();
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part.RemoveFromPhysics();
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}
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}
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}
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}
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