* Fix attachment cross issues with new borders.
parent
895c612647
commit
b997174d08
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@ -1710,7 +1710,12 @@ namespace OpenSim.Region.Framework.Scenes
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int thisx = (int)RegionInfo.RegionLocX;
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int thisy = (int)RegionInfo.RegionLocY;
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ulong newRegionHandle = 0;
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// use this if no borders were crossed!
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ulong newRegionHandle
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= Util.UIntsToLong((uint)((thisx) * Constants.RegionSize),
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(uint)((thisy) * Constants.RegionSize));
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Vector3 pos = attemptedPosition;
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if (TestBorderCross(attemptedPosition, Cardinals.W))
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@ -1477,8 +1477,26 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectGroup dupe = (SceneObjectGroup)MemberwiseClone();
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dupe.m_isBackedUp = false;
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dupe.m_parts = new Dictionary<UUID, SceneObjectPart>();
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// Warning, The following code related to previousAttachmentStatus is needed so that clones of
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// attachments do not bordercross while they're being duplicated. This is hacktastic!
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// Normally, setting AbsolutePosition will bordercross a prim if it's outside the region!
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// unless IsAttachment is true!, so to prevent border crossing, we save it's attachment state
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// (which should be false anyway) set it as an Attachment and then set it's Absolute Position,
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// then restore it's attachment state
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// This is only necessary when userExposed is false!
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bool previousAttachmentStatus = dupe.RootPart.IsAttachment;
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if (!userExposed)
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dupe.RootPart.IsAttachment = true;
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dupe.AbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
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if (!userExposed)
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dupe.RootPart.IsAttachment = previousAttachmentStatus;
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dupe.CopyRootPart(m_rootPart, OwnerID, GroupID, userExposed);
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dupe.m_rootPart.LinkNum = m_rootPart.LinkNum;
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@ -3509,8 +3509,8 @@ namespace OpenSim.Region.Framework.Scenes
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{
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// Set the parent localID to 0 so it transfers over properly.
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gobj.RootPart.SetParentLocalId(0);
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gobj.RootPart.IsAttachment = false;
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gobj.AbsolutePosition = gobj.RootPart.AttachedPos;
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gobj.RootPart.IsAttachment = false;
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//gobj.RootPart.LastOwnerID = gobj.GetFromAssetID();
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m_log.DebugFormat("[ATTACHMENT]: Sending attachment {0} to region {1}", gobj.UUID, regionHandle);
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m_scene.CrossPrimGroupIntoNewRegion(regionHandle, gobj, silent);
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