Fix Undo! Made a lot of changes to Undo state saving; it now considers that groups of objects can be moved and not just individual prims..
parent
39ae1def85
commit
fe2b044d38
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@ -349,7 +349,21 @@ namespace OpenSim.Region.Framework.Scenes
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public virtual Quaternion Rotation
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{
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get { return m_rotation; }
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set { m_rotation = value; }
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set {
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lockPartsForRead(true);
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try
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{
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foreach(SceneObjectPart p in m_parts.Values)
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{
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p.StoreUndoState(true);
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}
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}
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finally
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{
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lockPartsForRead(false);
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}
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m_rotation = value;
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}
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}
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public Quaternion GroupRotation
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@ -421,6 +435,7 @@ namespace OpenSim.Region.Framework.Scenes
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get { return m_rootPart.GroupPosition; }
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set
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{
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Vector3 val = value;
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if ((m_scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || m_scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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@ -431,7 +446,10 @@ namespace OpenSim.Region.Framework.Scenes
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}
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lockPartsForRead(true);
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.IgnoreUndoUpdate = true;
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}
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if (RootPart.GetStatusSandbox())
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{
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if (Util.GetDistanceTo(RootPart.StatusSandboxPos, value) > 10)
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@ -443,12 +461,12 @@ namespace OpenSim.Region.Framework.Scenes
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return;
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}
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}
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foreach (SceneObjectPart part in m_parts.Values)
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{
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part.IgnoreUndoUpdate = false;
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part.StoreUndoState(true);
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part.GroupPosition = val;
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}
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lockPartsForRead(false);
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//if (m_rootPart.PhysActor != null)
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@ -724,7 +742,6 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (SceneObjectPart part in m_parts.Values)
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{
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Vector3 partscale = part.Scale;
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Vector3 partoffset = part.OffsetPosition;
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@ -3132,7 +3149,6 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectPart part = GetChildPart(localID);
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if (part != null)
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{
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part.IgnoreUndoUpdate = true;
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if (scale.X > m_scene.m_maxNonphys)
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scale.X = m_scene.m_maxNonphys;
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if (scale.Y > m_scene.m_maxNonphys)
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@ -3218,8 +3234,7 @@ namespace OpenSim.Region.Framework.Scenes
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y *= a;
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z *= a;
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}
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obPart.IgnoreUndoUpdate = false;
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obPart.StoreUndoState();
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}
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}
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}
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@ -3229,13 +3244,17 @@ namespace OpenSim.Region.Framework.Scenes
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Vector3 prevScale = part.Scale;
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prevScale.X *= x;
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prevScale.Y *= y;
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prevScale.Z *= z;
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prevScale.Z *= z;;
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part.IgnoreUndoUpdate = true;
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part.Resize(prevScale);
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part.IgnoreUndoUpdate = false;
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lockPartsForRead(true);
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{
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foreach (SceneObjectPart obPart in m_parts.Values)
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{
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obPart.IgnoreUndoUpdate = false;
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obPart.StoreUndoState(true);
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obPart.IgnoreUndoUpdate = true;
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if (obPart.UUID != m_rootPart.UUID)
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{
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@ -3251,7 +3270,6 @@ namespace OpenSim.Region.Framework.Scenes
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obPart.UpdateOffSet(currentpos);
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}
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obPart.IgnoreUndoUpdate = false;
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obPart.StoreUndoState();
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}
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}
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lockPartsForRead(false);
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@ -3263,7 +3281,6 @@ namespace OpenSim.Region.Framework.Scenes
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}
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part.IgnoreUndoUpdate = false;
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part.StoreUndoState();
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HasGroupChanged = true;
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ScheduleGroupForTerseUpdate();
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}
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@ -3504,8 +3504,11 @@ namespace OpenSim.Region.Framework.Scenes
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m_parentGroup.ScheduleGroupForTerseUpdate();
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//m_parentGroup.ScheduleGroupForFullUpdate();
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}
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public void StoreUndoState()
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{
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StoreUndoState(false);
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}
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public void StoreUndoState(bool group)
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{
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if (!Undoing)
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{
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@ -3528,7 +3531,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_parentGroup.GetSceneMaxUndo() > 0)
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{
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UndoState nUndo = new UndoState(this);
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nUndo.GroupChange = group;
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m_undo.Push(nUndo);
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}
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@ -4010,6 +4013,15 @@ namespace OpenSim.Region.Framework.Scenes
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nUndo = new UndoState(this);
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}
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UndoState goback = m_undo.Pop();
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m_log.Debug("Got goback");
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if (goback == null)
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{
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m_log.Debug("it's null");
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}
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else
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{
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m_log.Debug(goback.GroupPosition.ToString());
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}
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if (goback != null)
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{
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goback.PlaybackState(this);
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@ -35,6 +35,10 @@ namespace OpenSim.Region.Framework.Scenes
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public Vector3 Position = Vector3.Zero;
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public Vector3 Scale = Vector3.Zero;
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public Quaternion Rotation = Quaternion.Identity;
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public bool GroupChange = false;
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public Vector3 GroupPosition = Vector3.Zero;
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public Quaternion GroupRotation = Quaternion.Identity;
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public Vector3 GroupScale = Vector3.Zero;
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public UndoState(SceneObjectPart part)
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{
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@ -42,12 +46,24 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (part.ParentID == 0)
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{
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Position = part.ParentGroup.AbsolutePosition;
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GroupScale = part.Shape.Scale;
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//FUBAR WARNING: Do NOT get the group's absoluteposition here
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//or you'll experience a loop and/or a stack issue
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GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
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GroupRotation = part.ParentGroup.Rotation;
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Position = part.ParentGroup.RootPart.AbsolutePosition;
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Rotation = part.RotationOffset;
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Scale = part.Shape.Scale;
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}
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else
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{
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GroupScale = part.Shape.Scale;
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//FUBAR WARNING: Do NOT get the group's absoluteposition here
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//or you'll experience a loop and/or a stack issue
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GroupPosition = part.ParentGroup.RootPart.AbsolutePosition;
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GroupRotation = part.ParentGroup.Rotation;
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Position = part.OffsetPosition;
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Rotation = part.RotationOffset;
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Scale = part.Shape.Scale;
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@ -61,14 +77,14 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (part.ParentID == 0)
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{
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if (Position == part.ParentGroup.AbsolutePosition && Rotation == part.ParentGroup.Rotation)
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if (Position == part.ParentGroup.RootPart.AbsolutePosition && Rotation == part.ParentGroup.Rotation && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
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return true;
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else
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return false;
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}
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else
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{
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if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale)
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if (Position == part.OffsetPosition && Rotation == part.RotationOffset && Scale == part.Shape.Scale && GroupPosition == part.ParentGroup.RootPart.AbsolutePosition && part.ParentGroup.Rotation == GroupRotation && part.Shape.Scale == GroupScale)
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return true;
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else
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return false;
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@ -84,10 +100,10 @@ namespace OpenSim.Region.Framework.Scenes
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{
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part.Undoing = true;
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if (part.ParentID == 0)
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if (part.ParentID == 0 && GroupChange == false)
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{
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if (Position != Vector3.Zero)
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part.ParentGroup.AbsolutePosition = Position;
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part.ParentGroup.AbsolutePosition = Position;
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part.RotationOffset = Rotation;
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if (Scale != Vector3.Zero)
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part.Resize(Scale);
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@ -95,11 +111,30 @@ namespace OpenSim.Region.Framework.Scenes
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}
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else
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{
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if (Position != Vector3.Zero)
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part.OffsetPosition = Position;
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part.UpdateRotation(Rotation);
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if (Scale != Vector3.Zero)
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part.Resize(Scale); part.ScheduleTerseUpdate();
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if (GroupChange)
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{
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if (Position != Vector3.Zero)
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{
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//Calculate the scale...
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Vector3 gs = part.Shape.Scale;
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float scale = GroupScale.Z / gs.Z;
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//Scale first since it can affect our position
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part.ParentGroup.GroupResize(gs * scale, part.LocalId);
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part.ParentGroup.AbsolutePosition = GroupPosition;
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part.ParentGroup.Rotation = GroupRotation;
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}
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}
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else
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{
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if (Position != Vector3.Zero) //We can use this for all the updates since all are set
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{
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part.OffsetPosition = Position;
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part.UpdateRotation(Rotation);
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part.Resize(Scale); part.ScheduleTerseUpdate();
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}
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}
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}
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part.Undoing = false;
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