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* Resolved the situation where prim is loaded from storage and when pushed never stops.
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@@ -337,12 +337,9 @@ namespace OpenSim.Region.Environment.Scenes
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// could have been sent in the last update - we still need to send the
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// second here.
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// after object un-linking was introduced, this broke and needs fixing
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// *all* object movements create a fullobjectupdate (which is bad)
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// Physical objects do not need this bit of code, so lets make sure that they don't
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// get updated and make matters worse until this gets fixed.
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if (update.LastFullUpdateTime < part.TimeStampFull && !((part.ObjectFlags & (uint) LLObject.ObjectFlags.Physics) !=0 ))
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if (update.LastFullUpdateTime < part.TimeStampFull)
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{
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//need to do a full update
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part.SendFullUpdate(ControllingClient);
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@@ -357,7 +354,10 @@ namespace OpenSim.Region.Environment.Scenes
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}
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else if (update.LastTerseUpdateTime <= part.TimeStampTerse)
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{
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part.SendTerseUpdate(ControllingClient);
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update.LastTerseUpdateTime = part.TimeStampTerse;
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updateCount++;
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}
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