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