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First set of merge fixes
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@@ -852,7 +852,7 @@ namespace OpenSim.Region.Framework.Scenes
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set
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{
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StoreUndoState(UndoType.STATE_PRIM_ROTATION);
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StoreUndoState();
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m_rotationOffset = value;
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PhysicsActor actor = PhysActor;
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@@ -3590,7 +3590,8 @@ 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(UndoType type)
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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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@@ -3613,57 +3614,45 @@ namespace OpenSim.Region.Framework.Scenes
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// TODO: May need to fix for group comparison
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if (last.Compare(this))
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{
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
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// Name, LocalId, m_undo.Count);
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Not storing undo for {0} {1} since current state is same as last undo state, initial stack size {2}",
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// Name, LocalId, m_undo.Count);
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return;
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}
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}
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}
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
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// Name, LocalId, forGroup, m_undo.Count);
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Storing undo state for {0} {1}, forGroup {2}, initial stack size {3}",
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// Name, LocalId, forGroup, m_undo.Count);
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if (m_parentGroup.GetSceneMaxUndo() > 0)
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{
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UndoState nUndo = new UndoState(this, forGroup);
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UndoState nUndo = new UndoState(this, type);
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if (lastUndo != null)
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{
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TimeSpan ts = DateTime.Now.Subtract(lastUndo.LastUpdated);
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if (ts.TotalMilliseconds < 500)
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{
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//Delete the last entry since it was less than 500 milliseconds ago
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nUndo.Merge(lastUndo);
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m_undo.Pop();
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}
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}
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m_undo.Push(nUndo);
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if (m_redo.Count > 0)
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m_redo.Clear();
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
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// Name, LocalId, forGroup, m_undo.Count);
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Stored undo state for {0} {1}, forGroup {2}, stack size now {3}",
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// Name, LocalId, forGroup, m_undo.Count);
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}
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}
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}
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}
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// else
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// {
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// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
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// }
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// else
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// {
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// m_log.DebugFormat("[SCENE OBJECT PART]: Ignoring undo store for {0} {1}", Name, LocalId);
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// }
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}
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// else
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// {
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
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// }
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// else
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// {
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// m_log.DebugFormat(
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// "[SCENE OBJECT PART]: Ignoring undo store for {0} {1} since already undoing", Name, LocalId);
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// }
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}
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/// <summary>
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