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do the same in the cases we are just moving parts around and not changing their caches (ie their taskInventory)
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@@ -338,7 +338,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Update item with new asset
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item.AssetID = asset.FullID;
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group.UpdateInventoryItem(item);
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group.AggregatePerms();
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group.InvalidateEffectivePerms();
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part.SendPropertiesToClient(remoteClient);
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@@ -1216,7 +1216,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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group.RemoveInventoryItem(localID, itemID);
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group.AggregatePerms();
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group.InvalidateEffectivePerms();
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}
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part.SendPropertiesToClient(remoteClient);
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@@ -1967,7 +1967,7 @@ namespace OpenSim.Region.Framework.Scenes
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part.Inventory.AddInventoryItem(taskItem, false);
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part.Inventory.CreateScriptInstance(taskItem, 0, false, DefaultScriptEngine, 0);
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part.ParentGroup.AggregatePerms();
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part.ParentGroup.InvalidateEffectivePerms();
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// tell anyone managing scripts that a new script exists
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EventManager.TriggerNewScript(agentID, part, taskItem.ItemID);
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@@ -2655,7 +2655,7 @@ namespace OpenSim.Region.Framework.Scenes
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// We can only call this after adding the scene object, since the scene object references the scene
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// to find out if scripts should be activated at all.
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group.AggregatePerms();
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group.InvalidateEffectivePerms();
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group.CreateScriptInstances(param, true, DefaultScriptEngine, 3);
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group.ScheduleGroupForFullUpdate();
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@@ -2752,7 +2752,7 @@ namespace OpenSim.Region.Framework.Scenes
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// and with this comented code, if user does not set next permissions on the object
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// and on ALL contents of ALL prims, he may loose rights, making the object useless
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sog.ApplyNextOwnerPermissions();
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sog.AggregatePerms();
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sog.InvalidateEffectivePerms();
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sog.ScheduleGroupForFullUpdate();
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