fix active objects count down, a path at least
parent
b52f7b9203
commit
9354e60df0
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@ -549,6 +549,8 @@ namespace OpenSim.Region.Framework.Scenes
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// that are part of the Scene Object being removed
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// that are part of the Scene Object being removed
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m_numTotalPrim -= grp.PrimCount;
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m_numTotalPrim -= grp.PrimCount;
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bool isPh = (grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics;
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int nphysparts = 0;
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// Go through all parts (primitives and meshes) of this Scene Object
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// Go through all parts (primitives and meshes) of this Scene Object
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foreach (SceneObjectPart part in grp.Parts)
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foreach (SceneObjectPart part in grp.Parts)
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{
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{
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@ -559,10 +561,13 @@ namespace OpenSim.Region.Framework.Scenes
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m_numMesh--;
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m_numMesh--;
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else
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else
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m_numPrim--;
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m_numPrim--;
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if(isPh && part.PhysicsShapeType != (byte)PhysShapeType.none)
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nphysparts++;
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}
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}
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if ((grp.RootPart.Flags & PrimFlags.Physics) == PrimFlags.Physics)
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if (nphysparts > 0 )
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RemovePhysicalPrim(grp.PrimCount);
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RemovePhysicalPrim(nphysparts);
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}
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}
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bool ret = Entities.Remove(uuid);
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bool ret = Entities.Remove(uuid);
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