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mantis 8632: stop trigering Changed on just scale checks
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@@ -2313,15 +2313,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (pa != null)
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{
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if (UsePhysics != pa.IsPhysical)
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{
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float minsize = UsePhysics ? ParentGroup.Scene.m_minPhys : ParentGroup.Scene.m_minNonphys;
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float maxsize = UsePhysics ? ParentGroup.Scene.m_maxPhys : ParentGroup.Scene.m_maxNonphys;
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Vector3 scale = Scale;
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scale.X = Util.Clamp(scale.X, minsize, maxsize);
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scale.Y = Util.Clamp(scale.Y, minsize, maxsize);
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scale.Z = Util.Clamp(scale.Z, minsize, maxsize);
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Scale = scale;
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}
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ClampScale(UsePhysics);
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if (UsePhysics != pa.IsPhysical || isNew)
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{
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@@ -3042,6 +3034,51 @@ namespace OpenSim.Region.Framework.Scenes
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Inventory.ResetInventoryIDs();
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}
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private void ClampScale(bool isPhysical)
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{
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float minsize = isPhysical ? ParentGroup.Scene.m_minPhys : ParentGroup.Scene.m_minNonphys;
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float maxsize = isPhysical ? ParentGroup.Scene.m_maxPhys : ParentGroup.Scene.m_maxNonphys;
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Vector3 scale = Scale;
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bool changed = false;
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if (scale.X < minsize)
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{
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scale.X = minsize;
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changed = true;
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}
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else if (scale.X > maxsize)
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{
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scale.X = maxsize;
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changed = true;
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}
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if (scale.Y < minsize)
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{
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scale.Y = minsize;
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changed = true;
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}
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else if (scale.Y > maxsize)
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{
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scale.Y = maxsize;
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changed = true;
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}
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if (scale.Z < minsize)
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{
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scale.Z = minsize;
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changed = true;
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}
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else if (scale.Z > maxsize)
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{
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scale.Z = maxsize;
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changed = true;
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}
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if (changed)
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Scale = scale;
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}
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/// <summary>
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/// Set the scale of this part.
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/// </summary>
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@@ -4777,15 +4814,7 @@ namespace OpenSim.Region.Framework.Scenes
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private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
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{
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if (ParentGroup.Scene != null)
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{
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float minsize = isPhysical ? ParentGroup.Scene.m_minPhys : ParentGroup.Scene.m_minNonphys;
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float maxsize = isPhysical ? ParentGroup.Scene.m_maxPhys : ParentGroup.Scene.m_maxNonphys;
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Vector3 scale = Scale;
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scale.X = Util.Clamp(scale.X, minsize, maxsize);
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scale.Y = Util.Clamp(scale.Y, minsize, maxsize);
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scale.Z = Util.Clamp(scale.Z, minsize, maxsize);
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Scale = scale;
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}
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ClampScale(isPhysical);
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PhysicsActor pa;
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Vector3 velocity = Velocity;
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