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* Extended our semi-stupid implementation of in world object permissions to show a user's client that it can't edit a prim if it doesn't have permission.
* Permissions is due for a big revamp. The current way it's done is a hack at best.
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@@ -103,7 +103,7 @@ namespace OpenSim.Region.ClientStack
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return physicsPluginManager.GetPhysicsScene(engine, meshEngine);
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}
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protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer)
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protected Scene SetupScene(RegionInfo regionInfo, out UDPServer udpServer, bool m_permissions)
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{
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AgentCircuitManager circuitManager = new AgentCircuitManager();
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udpServer = new UDPServer(regionInfo.InternalEndPoint.Port, m_assetCache, m_log, circuitManager);
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@@ -146,7 +146,8 @@ namespace OpenSim.Region.ClientStack
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}
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scene.LandManager.resetSimLandObjects();
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scene.LoadPrimsFromStorage();
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scene.LoadPrimsFromStorage(m_permissions);
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scene.performParcelPrimCountUpdate();
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scene.StartTimer();
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