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* Refactor: Move the responsibility for applying physics and sending the initial client update to Scene.AddSceneObject() from some of the SceneObjectGroup constructors
* I think this has been done cleanly from inspection and testing, but if prim creation or load suddenly starts playing up more than usual, please open a mantis * This also has the effect of stopping the archiver generating ghost in-world prims * Some code dupliction also removed
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@@ -350,10 +350,6 @@ namespace OpenSim.Region.Environment.Scenes
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SetPartAsRoot(part);
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RegionHandle = regionHandle;
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ApplyPhysics(scene.m_physicalPrim);
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ScheduleGroupForFullUpdate();
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}
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/// <summary>
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@@ -412,10 +408,6 @@ namespace OpenSim.Region.Environment.Scenes
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m_rootPart.ParentID = 0;
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m_rootPart.RegionHandle = m_regionHandle;
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UpdateParentIDs();
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ApplyPhysics(scene.m_physicalPrim);
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ScheduleGroupForFullUpdate();
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}
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/// <summary>
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@@ -854,7 +846,6 @@ namespace OpenSim.Region.Environment.Scenes
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if (part.UUID != m_rootPart.UUID)
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{
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part.ParentID = m_rootPart.LocalId;
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}
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}
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}
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