backport from master fix for attachment display
this fix stops two full updates being sent on attachment rather than one. Sending two can stop the client displaying attachments properly0.6.9-post-fixes
parent
8048a8a39d
commit
a6c7995b71
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@ -2076,7 +2076,10 @@ namespace OpenSim.Region.Framework.Scenes
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group.RootPart.IsAttachment = true;
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}
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AddNewSceneObject(group, true);
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// If we're rezzing an attachment then don't ask AddNewSceneObject() to update the client since
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// we'll be doing that later on. Scheduling more than one full update during the attachment
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// process causes some clients to fail to display the attachment properly.
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AddNewSceneObject(group, true, !attachment);
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// m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
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// if attachment we set it's asset id so object updates can reflect that
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@ -536,7 +536,6 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// "[SCENE GRAPH]: Retrieved single object {0} for attachment to {1} on point {2}",
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// objatt.Name, remoteClient.Name, AttachmentPt);
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if (objatt != null)
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{
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bool tainted = false;
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@ -1514,7 +1514,7 @@ namespace OpenSim.Region.Framework.Scenes
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internal void SendPartFullUpdate(IClientAPI remoteClient, SceneObjectPart part, uint clientFlags)
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{
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// m_log.DebugFormat(
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// "[SOG]: Sendinging part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
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// "[SOG]: Sending part full update to {0} for {1} {2}", remoteClient.Name, part.Name, part.LocalId);
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if (m_rootPart.UUID == part.UUID)
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{
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