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* Stop requiring local ids in the SOG constructors.
* These are assigned when the object is attached to the scene
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@@ -504,11 +504,10 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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/// Constructor. This object is added to the scene later via AttachToScene()
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/// </summary>
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public SceneObjectGroup(UUID ownerID, uint localID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
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public SceneObjectGroup(UUID ownerID, Vector3 pos, Quaternion rot, PrimitiveBaseShape shape)
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{
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Vector3 rootOffset = new Vector3(0, 0, 0);
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SceneObjectPart newPart =
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new SceneObjectPart(this, ownerID, localID, shape, pos, rot, rootOffset);
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SceneObjectPart newPart = new SceneObjectPart(this, ownerID, shape, pos, rot, rootOffset);
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newPart.LinkNum = 0;
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m_parts.Add(newPart.UUID, newPart);
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SetPartAsRoot(newPart);
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@@ -517,8 +516,8 @@ namespace OpenSim.Region.Environment.Scenes
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/// <summary>
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/// Constructor.
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/// </summary>
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public SceneObjectGroup(UUID ownerID, uint localID, Vector3 pos, PrimitiveBaseShape shape)
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: this(ownerID, localID, pos, Quaternion.Identity, shape)
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public SceneObjectGroup(UUID ownerID, Vector3 pos, PrimitiveBaseShape shape)
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: this(ownerID, pos, Quaternion.Identity, shape)
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{
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}
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@@ -1927,6 +1926,12 @@ namespace OpenSim.Region.Environment.Scenes
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DelinkFromGroup(partID, true);
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}
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/// <summary>
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/// Delink the given prim from this group. The delinked prim is established as
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/// an independent SceneObjectGroup.
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/// </summary>
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/// <param name="partID"></param>
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/// <param name="sendEvents"></param>
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public void DelinkFromGroup(uint partID, bool sendEvents)
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{
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SceneObjectPart linkPart = GetChildPart(partID);
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@@ -2006,6 +2011,7 @@ namespace OpenSim.Region.Environment.Scenes
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{
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if (m_isBackedUp)
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m_scene.EventManager.OnBackup -= ProcessBackup;
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m_isBackedUp = false;
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}
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