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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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@@ -2943,7 +2943,7 @@ namespace OpenSim.Region.Framework.Scenes
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if (!m_scene.Permissions.BypassPermissions())
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{
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ApplyNextOwnerPermissions();
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AggregatePerms();
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InvalidateEffectivePerms();
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}
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}
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@@ -3605,7 +3605,7 @@ namespace OpenSim.Region.Framework.Scenes
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InvalidBoundsRadius();
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InvalidatePartsLinkMaps();
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objectGroup.AggregatePerms();
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objectGroup.InvalidateEffectivePerms();
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if (sendEvents)
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linkPart.TriggerScriptChangedEvent(Changed.LINK);
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@@ -4163,7 +4163,7 @@ namespace OpenSim.Region.Framework.Scenes
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// m_log.DebugFormat(
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// "[SCENE OBJECT GROUP]: RootPart.OwnerMask now {0} for {1} in {2}",
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// (OpenMetaverse.PermissionMask)RootPart.OwnerMask, Name, Scene.Name);
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AggregatePerms();
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InvalidateEffectivePerms();
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RootPart.ScheduleFullUpdate();
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}
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@@ -4188,7 +4188,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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foreach (SceneObjectPart part in Parts)
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part.Inventory.ApplyGodPermissions(RootPart.BaseMask);
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AggregatePerms();
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InvalidateEffectivePerms();
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}
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HasGroupChanged = true;
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@@ -5447,7 +5447,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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part.ResetOwnerChangeFlag();
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});
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AggregatePerms();
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InvalidateEffectivePerms();
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}
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// clear some references to easy cg
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