If we store an undo, wipe anything already present on the redo stack

This stops problems when we undo a few steps and start off down another path.
Surprisingly, apart from this now fixed problem, redo appears to be working too.
bulletsim
Justin Clark-Casey (justincc) 2011-07-19 06:11:16 +01:00
parent ec1ecd3633
commit c50533659a
1 changed files with 3 additions and 0 deletions

View File

@ -3705,6 +3705,9 @@ namespace OpenSim.Region.Framework.Scenes
m_undo.Push(nUndo); m_undo.Push(nUndo);
if (m_redo.Count > 0)
m_redo.Clear();
// m_log.DebugFormat( // m_log.DebugFormat(
// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}", // "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
// Name, LocalId, forGroup, m_undo.Count); // Name, LocalId, forGroup, m_undo.Count);