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
MW 2007-08-24 11:04:07 +00:00
parent f6e0791e04
commit a53125aae0
3 changed files with 9 additions and 0 deletions

View File

@ -220,6 +220,7 @@ namespace OpenSim.Region.Environment.Scenes
if (hasPrim != false) if (hasPrim != false)
{ {
int type = ((SceneObjectGroup)ent).RemoveInventoryItem(remoteClient, localID, itemID); int type = ((SceneObjectGroup)ent).RemoveInventoryItem(remoteClient, localID, itemID);
((SceneObjectGroup)ent).GetProperites(remoteClient);
if (type == 10) if (type == 10)
{ {
this.EventManager.TriggerRemoveScript(localID, itemID); this.EventManager.TriggerRemoveScript(localID, itemID);
@ -277,6 +278,7 @@ namespace OpenSim.Region.Environment.Scenes
if (hasPrim != false) if (hasPrim != false)
{ {
bool added = ((SceneObjectGroup)ent).AddInventoryItem(remoteClient, localID, item); bool added = ((SceneObjectGroup)ent).AddInventoryItem(remoteClient, localID, item);
((SceneObjectGroup)ent).GetProperites(remoteClient);
if (added) if (added)
{ {
userInfo.DeleteItem(remoteClient.AgentId, item); userInfo.DeleteItem(remoteClient.AgentId, item);
@ -359,6 +361,7 @@ namespace OpenSim.Region.Environment.Scenes
if (rootPart.PhysActor != null) if (rootPart.PhysActor != null)
{ {
this.phyScene.RemovePrim(rootPart.PhysActor); this.phyScene.RemovePrim(rootPart.PhysActor);
rootPart.PhysActor = null;
} }
storageManager.DataStore.RemoveObject(((SceneObjectGroup)selectedEnt).UUID, m_regInfo.SimUUID); storageManager.DataStore.RemoveObject(((SceneObjectGroup)selectedEnt).UUID, m_regInfo.SimUUID);

View File

@ -456,6 +456,12 @@ namespace OpenSim.Region.Environment.Scenes
this.m_parts.Add(linkPart.UUID, linkPart); this.m_parts.Add(linkPart.UUID, linkPart);
linkPart.SetParent(this); linkPart.SetParent(this);
if (linkPart.PhysActor != null)
{
m_scene.PhysScene.RemovePrim(linkPart.PhysActor);
linkPart.PhysActor = null;
}
//TODO: rest of parts //TODO: rest of parts
foreach (SceneObjectPart part in objectGroup.Children.Values) foreach (SceneObjectPart part in objectGroup.Children.Values)
{ {

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