taint prim count when join or subdivide parcels

LSLKeyTest
UbitUmarov 2015-12-13 18:22:46 +00:00
parent 736bcc70fe
commit ca6b5fc80d
1 changed files with 4 additions and 1 deletions

View File

@ -1007,7 +1007,6 @@ namespace OpenSim.Region.CoreModules.World.Land
ILandObject result = AddLandObject(newLand); ILandObject result = AddLandObject(newLand);
UpdateLandObject(startLandObject.LandData.LocalID, startLandObject.LandData); UpdateLandObject(startLandObject.LandData.LocalID, startLandObject.LandData);
result.SendLandUpdateToAvatarsOverMe();
if(startLandObject.LandData.LandingType == (byte)LandingType.LandingPoint) if(startLandObject.LandData.LandingType == (byte)LandingType.LandingPoint)
{ {
@ -1021,6 +1020,9 @@ namespace OpenSim.Region.CoreModules.World.Land
} }
} }
m_scene.EventManager.TriggerParcelPrimCountTainted();
result.SendLandUpdateToAvatarsOverMe();
startLandObject.SendLandUpdateToAvatarsOverMe(); startLandObject.SendLandUpdateToAvatarsOverMe();
m_scene.ForEachClient(SendParcelOverlay); m_scene.ForEachClient(SendParcelOverlay);
@ -1087,6 +1089,7 @@ namespace OpenSim.Region.CoreModules.World.Land
} }
} }
m_scene.EventManager.TriggerParcelPrimCountTainted();
masterLandObject.SendLandUpdateToAvatarsOverMe(); masterLandObject.SendLandUpdateToAvatarsOverMe();
m_scene.ForEachClient(SendParcelOverlay); m_scene.ForEachClient(SendParcelOverlay);
} }