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* Fixes one of two terse update issues. There's still one left, but this one fixes the situation where the object on the server is moving but no updates are being sent.
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@@ -2083,6 +2083,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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if (PhysActor != null)
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{
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Vector3 newpos = new Vector3(PhysActor.Position.GetBytes(), 0);
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if (m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.N) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.S) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.E) | m_parentGroup.Scene.TestBorderCross(newpos, Cardinals.W))
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@@ -2090,6 +2091,7 @@ namespace OpenSim.Region.Framework.Scenes
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m_parentGroup.AbsolutePosition = newpos;
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return;
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}
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//m_parentGroup.RootPart.m_groupPosition = newpos;
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}
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ScheduleTerseUpdate();
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@@ -2428,6 +2430,7 @@ namespace OpenSim.Region.Framework.Scenes
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ClearUpdateSchedule();
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}
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}
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ClearUpdateSchedule();
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}
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/// <summary>
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