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Hopefully fixed the bugs in primitives rotation editing
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@@ -109,7 +109,7 @@ namespace OpenSim.Region.ClientStack
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if (OnUpdatePrimSingleRotation != null)
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{
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LLQuaternion rot = new LLQuaternion(multipleupdate.ObjectData[i].Data, 0, true);
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// Console.WriteLine("new rotation is " + rot.X + " , " + rot.Y + " , " + rot.Z + " , " + rot.W);
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//System.Console.WriteLine("new tab rotation is " + rot.X + " , " + rot.Y + " , " + rot.Z + " , " + rot.W);
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OnUpdatePrimSingleRotation(multipleupdate.ObjectData[i].ObjectLocalID, rot, this);
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}
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}
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@@ -118,7 +118,7 @@ namespace OpenSim.Region.ClientStack
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if (OnUpdatePrimSingleRotation != null)
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{
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libsecondlife.LLQuaternion rot = new LLQuaternion(multipleupdate.ObjectData[i].Data, 12, true);
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// Console.WriteLine("new rotation is " + rot.X + " , " + rot.Y + " , " + rot.Z + " , " + rot.W);
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//System.Console.WriteLine("new mouse rotation is " + rot.X + " , " + rot.Y + " , " + rot.Z + " , " + rot.W);
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OnUpdatePrimSingleRotation(multipleupdate.ObjectData[i].ObjectLocalID, rot, this);
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}
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}
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