diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index f41e89ef9c..ee9961f831 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -371,14 +371,19 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess : objectGroup.AbsolutePosition.Y, objectGroup.AbsolutePosition.Z); + Quaternion inventoryStoredRotation = objectGroup.GroupRotation; originalPositions[objectGroup.UUID] = objectGroup.AbsolutePosition; // Restore attachment data after trip through the sim if (objectGroup.RootPart.AttachPoint > 0) + { inventoryStoredPosition = objectGroup.RootPart.AttachOffset; + inventoryStoredRotation = objectGroup.RootPart.AttachRotation; + } objectGroup.RootPart.Shape.State = objectGroup.RootPart.AttachPoint; objectGroup.AbsolutePosition = inventoryStoredPosition; + objectGroup.RootPart.RotationOffset = inventoryStoredRotation; // Make sure all bits but the ones we want are clear // on take. @@ -768,6 +773,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess { g.RootPart.AttachPoint = g.RootPart.Shape.State; g.RootPart.AttachOffset = g.AbsolutePosition; + g.RootPart.AttachRotation = g.GroupRotation; g.RootPart.Shape.State = 0; } @@ -801,6 +807,7 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess SceneObjectGroup g = SceneObjectSerializer.FromOriginalXmlFormat(n.OuterXml); g.RootPart.AttachPoint = g.RootPart.Shape.State; g.RootPart.AttachOffset = g.AbsolutePosition; + g.RootPart.AttachRotation = g.GroupRotation; g.RootPart.Shape.State = 0; objlist.Add(g); diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index b5e1a52b00..f1657d9013 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3722,7 +3722,7 @@ namespace OpenSim.Region.Framework.Scenes } if ((change & ObjectChangeType.Position) != 0) { - group.AbsolutePosition = data.position; + UpdateGroupPosition(data.position); updateType = updatetype.groupterse; } else diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index ffb86f33fa..843c426b0d 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -196,6 +196,9 @@ namespace OpenSim.Region.Framework.Scenes [XmlIgnore] public Vector3 AttachOffset = Vector3.Zero; + [XmlIgnore] + public Quaternion AttachRotation = Quaternion.Identity; + [XmlIgnore] public int STATUS_ROTATE_X; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 36cb09a7b4..a190efe488 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -801,6 +801,7 @@ namespace OpenSim.Region.Framework.Scenes group.RootPart.AttachPoint = group.RootPart.Shape.State; group.RootPart.AttachOffset = group.AbsolutePosition; + group.RootPart.AttachRotation = group.GroupRotation; group.ResetIDs();