Implement rezzing coalesced objects
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a4b3439025
commit
adb14ad20a
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@ -247,11 +247,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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Vector3 originalPosition = objectGroup.AbsolutePosition;
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Vector3 originalPosition = objectGroup.AbsolutePosition;
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// Restore attachment data after trip through the sim
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if (objectGroup.RootPart.AttachPoint > 0)
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inventoryStoredPosition = objectGroup.RootPart.AttachOffset;
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objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint;
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objectGroup.AbsolutePosition = inventoryStoredPosition;
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objectGroup.AbsolutePosition = inventoryStoredPosition;
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// Make sure all bits but the ones we want are clear
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// Make sure all bits but the ones we want are clear
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@ -815,13 +810,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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if (!attachment)
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if (!attachment)
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{
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{
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if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
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if (group.RootPart.Shape.PCode == (byte)PCode.Prim)
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{
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// Save attachment data
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group.RootPart.AttachPoint = group.RootPart.Shape.State;
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group.RootPart.AttachOffset = storedPosition;
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group.ClearPartAttachmentData();
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group.ClearPartAttachmentData();
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}
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// Fire on_rez
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// Fire on_rez
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group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
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group.CreateScriptInstances(0, true, m_Scene.DefaultScriptEngine, 1);
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