diff --git a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs index e4f23f9655..e8e281eb13 100644 --- a/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs +++ b/OpenSim/Region/CoreModules/Framework/InventoryAccess/InventoryAccessModule.cs @@ -1032,10 +1032,13 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess // object itself before we rez. // // Only do these for the first object if we are rezzing a coalescence. - if (i == 0) + // nahh dont mess with coalescence objects, + // the name in inventory can be change for inventory purpuses only + if (i == 0 && objlist.Count == 1) { rootPart.Name = item.Name; rootPart.Description = item.Description; + // this should be done only on first or all ??? if ((item.Flags & (uint)InventoryItemFlags.ObjectSlamSale) != 0) { rootPart.ObjectSaleType = item.SaleType; diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs index 400a415cb9..657d7c1215 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPartInventory.cs @@ -917,7 +917,9 @@ namespace OpenSim.Region.Framework.Scenes // in the serialization, transfer the correct name from the inventory to the // object itself before we rez. // Only do these for the first object if we are rezzing a coalescence. - if (i == 0) + // nahh dont mess with coalescence objects, + // the name in inventory can be change for inventory purpuses only + if (i == 0 && objlist.Count == 1) { rootPart.Name = item.Name; rootPart.Description = item.Description;