remove the pointless m_Scene.GetNewRezLocation() call at the top of IAM.RezObject() since its always recalculated later on anyway
parent
712d44635a
commit
cc8897127b
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@ -693,12 +693,6 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
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bool RezSelected, bool RemoveItem, UUID fromTaskID, bool attachment)
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{
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{
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// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
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// m_log.DebugFormat("[INVENTORY ACCESS MODULE]: RezObject for {0}, item {1}", remoteClient.Name, itemID);
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byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
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Vector3 scale = new Vector3(0.5f, 0.5f, 0.5f);
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Vector3 pos = m_Scene.GetNewRezLocation(
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RayStart, RayEnd, RayTargetID, Quaternion.Identity,
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BypassRayCast, bRayEndIsIntersection, true, scale, false);
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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InventoryItemBase item = new InventoryItemBase(itemID, remoteClient.AgentId);
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item = m_Scene.InventoryService.GetItem(item);
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item = m_Scene.InventoryService.GetItem(item);
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@ -731,7 +725,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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// item that it came from. This allows us to enable 'save object to inventory'
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// item that it came from. This allows us to enable 'save object to inventory'
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if (!m_Scene.Permissions.BypassPermissions())
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if (!m_Scene.Permissions.BypassPermissions())
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{
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{
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy) == (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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if ((item.CurrentPermissions & (uint)PermissionMask.Copy)
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== (uint)PermissionMask.Copy && (item.Flags & (uint)InventoryItemFlags.ObjectHasMultipleItems) == 0)
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{
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{
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itemId = item.ID;
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itemId = item.ID;
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}
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}
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@ -749,6 +744,8 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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List<SceneObjectGroup> objlist =
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List<SceneObjectGroup> objlist =
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new List<SceneObjectGroup>();
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new List<SceneObjectGroup>();
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List<Vector3> veclist = new List<Vector3>();
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List<Vector3> veclist = new List<Vector3>();
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byte bRayEndIsIntersection = (byte)(RayEndIsIntersection ? 1 : 0);
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Vector3 pos;
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XmlDocument doc = new XmlDocument();
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XmlDocument doc = new XmlDocument();
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doc.LoadXml(xmlData);
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doc.LoadXml(xmlData);
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