Merge branch 'master' into vehicles

This commit is contained in:
Melanie
2009-10-01 14:08:15 +01:00
307 changed files with 3296 additions and 5638 deletions

View File

@@ -42,7 +42,7 @@ using OpenSim.Region.Framework.Scenes.Scripting;
using OpenSim.Region.Physics.Manager;
namespace OpenSim.Region.Framework.Scenes
{
{
#region Enumerations
[Flags]
@@ -142,7 +142,7 @@ namespace OpenSim.Region.Framework.Scenes
public UUID FromItemID = UUID.Zero;
/// <value>
/// The UUID of the user inventory item from which this object was rezzed if this is a root part.
/// The UUID of the user inventory item from which this object was rezzed if this is a root part.
/// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item.
/// </value>
private UUID m_fromUserInventoryItemID = UUID.Zero;
@@ -187,7 +187,7 @@ namespace OpenSim.Region.Framework.Scenes
public IEntityInventory Inventory
{
get { return m_inventory; }
}
}
protected SceneObjectPartInventory m_inventory;
[XmlIgnore]
@@ -309,9 +309,9 @@ namespace OpenSim.Region.Framework.Scenes
RotationOffset = rotationOffset;
Velocity = new Vector3(0, 0, 0);
AngularVelocity = new Vector3(0, 0, 0);
Acceleration = new Vector3(0, 0, 0);
Acceleration = new Vector3(0, 0, 0);
m_TextureAnimation = new byte[0];
m_particleSystem = new byte[0];
m_particleSystem = new byte[0];
// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
@@ -363,7 +363,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// A relic from when we we thought that prims contained folder objects. In
/// reality, prim == folder
/// reality, prim == folder
/// Exposing this is not particularly good, but it's one of the least evils at the moment to see
/// folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
/// </summary>
@@ -384,7 +384,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <value>
/// Access should be via Inventory directly - this property temporarily remains for xml serialization purposes
/// </value>
/// </value>
public TaskInventoryDictionary TaskInventory
{
get { return m_inventory.Items; }
@@ -3355,7 +3355,7 @@ if (m_shape != null) {
}
else
{
IsPhantom = false;
IsPhantom = false;
// If volumedetect is active we don't want phantom to be applied.
// If this is a new call to VD out of the state "phantom"
// this will also cause the prim to be visible to physics
@@ -3451,7 +3451,7 @@ if (m_shape != null) {
}
else // it already has a physical representation
{
PhysActor.IsPhysical = UsePhysics;
pa.IsPhysical = UsePhysics;
DoPhysicsPropertyUpdate(UsePhysics, false); // Update physical status. If it's phantom this will remove the prim
if (m_parentGroup != null)
@@ -3480,7 +3480,6 @@ if (m_shape != null) {
AddFlag(PrimFlags.Phantom); // We set this flag also if VD is active
this.VolumeDetectActive = true;
}
}
else
{ // Remove VolumeDetect in any case. Note, it's safe to call SetVolumeDetect as often as you like
@@ -3739,7 +3738,7 @@ if (m_shape != null) {
public override string ToString()
{
return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup);
}
}
#endregion Public Methods
@@ -3785,11 +3784,11 @@ if (m_shape != null) {
_everyoneMask &= _nextOwnerMask;
Inventory.ApplyNextOwnerPermissions();
}
}
public bool CanBeDeleted()
{
return Inventory.CanBeDeleted();
}
}
}
}