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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/ScriptEngine/XEngine/XEngine.cs
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@@ -149,7 +149,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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}
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}
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public void SaveChangedAttachments(IScenePresence sp)
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public void SaveChangedAttachments(IScenePresence sp, bool saveAllScripted)
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{
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// m_log.DebugFormat("[ATTACHMENTS MODULE]: Saving changed attachments for {0}", sp.Name);
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@@ -158,13 +158,10 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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foreach (SceneObjectGroup grp in sp.GetAttachments())
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{
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// if (grp.HasGroupChanged) // Resizer scripts?
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// {
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grp.IsAttachment = false;
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grp.AbsolutePosition = grp.RootPart.AttachedPos;
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UpdateKnownItem(sp, grp);
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grp.IsAttachment = true;
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// }
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grp.IsAttachment = false;
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grp.AbsolutePosition = grp.RootPart.AttachedPos;
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UpdateKnownItem(sp, grp, saveAllScripted);
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grp.IsAttachment = true;
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}
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}
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@@ -466,7 +463,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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/// </remarks>
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/// <param name="sp"></param>
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/// <param name="grp"></param>
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private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp)
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private void UpdateKnownItem(IScenePresence sp, SceneObjectGroup grp, bool saveAllScripted)
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{
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// Saving attachments for NPCs messes them up for the real owner!
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INPCModule module = m_scene.RequestModuleInterface<INPCModule>();
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@@ -476,7 +473,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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return;
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}
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if (grp.HasGroupChanged || grp.ContainsScripts())
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if (grp.HasGroupChanged || (saveAllScripted && grp.ContainsScripts()))
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{
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m_log.DebugFormat(
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"[ATTACHMENTS MODULE]: Updating asset for attachment {0}, attachpoint {1}",
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@@ -509,6 +506,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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if (sp.ControllingClient != null)
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sp.ControllingClient.SendInventoryItemCreateUpdate(item, 0);
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}
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grp.HasGroupChanged = false; // Prevent it being saved over and over
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}
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else
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{
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@@ -702,7 +700,7 @@ namespace OpenSim.Region.CoreModules.Avatar.Attachments
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group.IsAttachment = false;
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group.AbsolutePosition = group.RootPart.AttachedPos;
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UpdateKnownItem(sp, group);
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UpdateKnownItem(sp, group, true);
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m_scene.DeleteSceneObject(group, false);
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return;
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