diff --git a/OpenSim/Framework/Servers/VersionInfo.cs b/OpenSim/Framework/Servers/VersionInfo.cs index d348c903cd..a7d34f586c 100644 --- a/OpenSim/Framework/Servers/VersionInfo.cs +++ b/OpenSim/Framework/Servers/VersionInfo.cs @@ -29,7 +29,7 @@ namespace OpenSim { public class VersionInfo { - private const string VERSION_NUMBER = "0.6.9CM"; + private const string VERSION_NUMBER = "0.6.91CM"; private const Flavour VERSION_FLAVOUR = Flavour.Dev; public enum Flavour { diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index 4495edafab..0eddbfde0b 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -513,24 +513,11 @@ namespace OpenSim.Region.Framework.Scenes { // If this is a linkset, we don't want the physics engine mucking up our group position here. PhysicsActor actor = PhysActor; - if (actor != null && _parentID == 0) { m_groupPosition = actor.Position; - } -/* - if (actor != null) - { - if (_parentID == 0) - { - m_groupPosition = actor.Position; - } - else - { - m_groupPosition = ParentGroup.AbsolutePosition; // KF+Casper Update Child prims too! - } } -*/ + if (IsAttachment) { ScenePresence sp = m_parentGroup.Scene.GetScenePresence(AttachedAvatar); @@ -545,7 +532,6 @@ namespace OpenSim.Region.Framework.Scenes StoreUndoState(); m_groupPosition = value; - PhysicsActor actor = PhysActor; if (actor != null) { @@ -1755,16 +1741,17 @@ namespace OpenSim.Region.Framework.Scenes public Vector3 GetWorldPosition() { Quaternion parentRot = ParentGroup.RootPart.RotationOffset; - Vector3 axPos = OffsetPosition; axPos *= parentRot; Vector3 translationOffsetPosition = axPos; - - int tx = (int)GroupPosition.X; - int ty = (int)GroupPosition.Y; - int tz = (int)GroupPosition.Z; - - return GroupPosition + translationOffsetPosition; + if(_parentID == 0) + { + return GroupPosition; + } + else + { + return ParentGroup.AbsolutePosition + translationOffsetPosition; //KF: Fix child prim position + } } ///