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Add a position parameter to region crossing of objects. This avoids the
potential bad update that places an object at the opposite side of the origin sim for a moment before actually crossing it. Especially important in grids like OSG where lag between sims is high.
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@@ -2317,7 +2317,7 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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/// <param name="sog"></param>
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/// <returns></returns>
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public bool IncomingCreateObject(ISceneObject sog)
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public bool IncomingCreateObject(Vector3 newPosition, ISceneObject sog)
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{
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//m_log.DebugFormat(" >>> IncomingCreateObject(sog) <<< {0} deleted? {1} isAttach? {2}", ((SceneObjectGroup)sog).AbsolutePosition,
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// ((SceneObjectGroup)sog).IsDeleted, ((SceneObjectGroup)sog).RootPart.IsAttachment);
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@@ -2333,6 +2333,9 @@ namespace OpenSim.Region.Framework.Scenes
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return false;
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}
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if (newPosition != Vector3.Zero)
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newObject.RootPart.GroupPosition = newPosition;
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if (!AddSceneObject(newObject))
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{
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m_log.DebugFormat("[SCENE]: Problem adding scene object {0} in {1} ", sog.UUID, RegionInfo.RegionName);
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@@ -3223,7 +3223,7 @@ namespace OpenSim.Region.Framework.Scenes
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((SceneObjectGroup)so).LocalId = 0;
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((SceneObjectGroup)so).RootPart.ClearUpdateSchedule();
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so.SetState(cAgent.AttachmentObjectStates[i++], m_scene);
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m_scene.IncomingCreateObject(so);
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m_scene.IncomingCreateObject(Vector3.Zero, so);
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}
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}
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}
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