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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs
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@@ -58,7 +58,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// </param>
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/// <param name="scene"></param>
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/// <param name="appearance">The avatar appearance to use for the new NPC.</param>
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/// <returns>The UUID of the ScenePresence created.</returns>
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/// <returns>The UUID of the ScenePresence created. UUID.Zero if there was a failure.</returns>
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UUID CreateNPC(
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string firstname,
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string lastname,
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@@ -330,6 +330,12 @@ namespace OpenSim.Region.Framework.Scenes
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item.Flags = (item.Flags & ~(uint)255) | (itemUpd.Flags & (uint)255);
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item.Name = itemUpd.Name;
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item.Description = itemUpd.Description;
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// m_log.DebugFormat(
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// "[USER INVENTORY]: itemUpd {0} {1} {2} {3}, item {4} {5} {6} {7}",
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// itemUpd.NextPermissions, itemUpd.GroupPermissions, itemUpd.EveryOnePermissions, item.Flags,
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// item.NextPermissions, item.GroupPermissions, item.EveryOnePermissions, item.CurrentPermissions);
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if (item.NextPermissions != (itemUpd.NextPermissions & item.BasePermissions))
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item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteNextOwner;
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item.NextPermissions = itemUpd.NextPermissions & item.BasePermissions;
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@@ -338,6 +344,9 @@ namespace OpenSim.Region.Framework.Scenes
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item.EveryOnePermissions = itemUpd.EveryOnePermissions & item.BasePermissions;
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if (item.GroupPermissions != (itemUpd.GroupPermissions & item.BasePermissions))
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item.Flags |= (uint)InventoryItemFlags.ObjectOverwriteGroup;
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// m_log.DebugFormat("[USER INVENTORY]: item.Flags {0}", item.Flags);
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item.GroupPermissions = itemUpd.GroupPermissions & item.BasePermissions;
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item.GroupID = itemUpd.GroupID;
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item.GroupOwned = itemUpd.GroupOwned;
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@@ -269,6 +269,8 @@ namespace OpenSim.Region.Framework.Scenes
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public void ApplyNextOwnerPermissions()
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{
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// m_log.DebugFormat("[PRIM INVENTORY]: Applying next owner permissions to {0} {1}", Name, UUID);
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SceneObjectPart[] parts = m_parts.GetArray();
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for (int i = 0; i < parts.Length; i++)
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parts[i].ApplyNextOwnerPermissions();
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