avoid lastOwner beeing the group
parent
733072b6a3
commit
ffa6c7aae2
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@ -2751,6 +2751,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="cGroupID"></param>
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public void SetRootPartOwner(SceneObjectPart part, UUID cAgentID, UUID cGroupID)
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{
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if(part.GroupID != part.OwnerID && cGroupID != part.OwnerID)
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = cAgentID;
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part.GroupID = cGroupID;
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@ -2228,7 +2228,11 @@ namespace OpenSim.Region.Framework.Scenes
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dupe.LocalId = plocalID;
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// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
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if(OwnerID != GroupID)
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dupe.LastOwnerID = OwnerID;
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else
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dupe.LastOwnerID = LastOwnerID; // redundant ?
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dupe.RezzerID = RezzerID;
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byte[] extraP = new byte[Shape.ExtraParams.Length];
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@ -5246,6 +5250,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
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//LogPermissions("After ApplyNextOwnerPermissions");
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if(OwnerID != GroupID)
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LastOwnerID = OwnerID;
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OwnerID = item.Owner;
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Inventory.ChangeInventoryOwner(item.Owner);
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@ -965,6 +965,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if ((part.OwnerID != item.OwnerID) || (item.CurrentPermissions & (uint)PermissionMask.Slam) != 0 || (item.Flags & (uint)InventoryItemFlags.ObjectSlamPerm) != 0)
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{
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if(part.GroupID != part.OwnerID)
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part.LastOwnerID = part.OwnerID;
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part.OwnerID = item.OwnerID;
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part.Inventory.ChangeInventoryOwner(item.OwnerID);
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