Updated sqlite3.dll to version 3.4.2
Fixed it so now when you move a script to a Prim or delete a script from a prim the change should show up in the prims inventory straight away (without having to close the edit window and reopen it). When linking prims, all parts except for the root part of the new group are removed from the physics engine, as currently we only really support root parts in the physics engine.afrisby
parent
f6e0791e04
commit
a53125aae0
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@ -220,6 +220,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (hasPrim != false)
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if (hasPrim != false)
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{
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{
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int type = ((SceneObjectGroup)ent).RemoveInventoryItem(remoteClient, localID, itemID);
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int type = ((SceneObjectGroup)ent).RemoveInventoryItem(remoteClient, localID, itemID);
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((SceneObjectGroup)ent).GetProperites(remoteClient);
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if (type == 10)
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if (type == 10)
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{
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{
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this.EventManager.TriggerRemoveScript(localID, itemID);
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this.EventManager.TriggerRemoveScript(localID, itemID);
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@ -277,6 +278,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (hasPrim != false)
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if (hasPrim != false)
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{
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{
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bool added = ((SceneObjectGroup)ent).AddInventoryItem(remoteClient, localID, item);
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bool added = ((SceneObjectGroup)ent).AddInventoryItem(remoteClient, localID, item);
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((SceneObjectGroup)ent).GetProperites(remoteClient);
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if (added)
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if (added)
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{
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{
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userInfo.DeleteItem(remoteClient.AgentId, item);
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userInfo.DeleteItem(remoteClient.AgentId, item);
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@ -359,6 +361,7 @@ namespace OpenSim.Region.Environment.Scenes
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if (rootPart.PhysActor != null)
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if (rootPart.PhysActor != null)
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{
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{
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this.phyScene.RemovePrim(rootPart.PhysActor);
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this.phyScene.RemovePrim(rootPart.PhysActor);
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rootPart.PhysActor = null;
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}
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}
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storageManager.DataStore.RemoveObject(((SceneObjectGroup)selectedEnt).UUID, m_regInfo.SimUUID);
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storageManager.DataStore.RemoveObject(((SceneObjectGroup)selectedEnt).UUID, m_regInfo.SimUUID);
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@ -456,6 +456,12 @@ namespace OpenSim.Region.Environment.Scenes
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this.m_parts.Add(linkPart.UUID, linkPart);
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this.m_parts.Add(linkPart.UUID, linkPart);
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linkPart.SetParent(this);
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linkPart.SetParent(this);
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if (linkPart.PhysActor != null)
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{
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m_scene.PhysScene.RemovePrim(linkPart.PhysActor);
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linkPart.PhysActor = null;
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}
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//TODO: rest of parts
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//TODO: rest of parts
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foreach (SceneObjectPart part in objectGroup.Children.Values)
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foreach (SceneObjectPart part in objectGroup.Children.Values)
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{
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{
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BIN
bin/sqlite3.dll
BIN
bin/sqlite3.dll
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