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Merge branch 'master' into careminster
Conflicts: OpenSim/Data/MySQL/MySQLSimulationData.cs OpenSim/Data/MySQL/Resources/RegionStore.migrations OpenSim/Region/ClientStack/Linden/Caps/WebFetchInvDescModule.cs OpenSim/Region/CoreModules/Avatar/Attachments/AttachmentsModule.cs OpenSim/Region/CoreModules/Avatar/Inventory/Transfer/InventoryTransferModule.cs OpenSim/Region/CoreModules/World/LightShare/LightShareModule.cs OpenSim/Region/Framework/Scenes/Scene.cs OpenSim/Region/Framework/Scenes/ScenePresence.cs OpenSim/Region/Framework/Scenes/Tests/ScenePresenceCapabilityTests.cs OpenSim/Region/OptionalModules/World/NPC/NPCModule.cs OpenSim/Region/ScriptEngine/Shared/Api/Implementation/LSL_Api.cs
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@@ -2960,6 +2960,26 @@ namespace OpenSim.Region.Framework.Scenes
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//ParentGroup.RootPart.m_groupPosition = newpos;
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}
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if (pa != null && ParentID != 0 && ParentGroup != null)
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{
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// Special case where a child object is requesting property updates.
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// This happens when linksets are modified to use flexible links rather than
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// the default links.
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// The simulator code presumes that child parts are only modified by scripts
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// so the logic for changing position/rotation/etc does not take into
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// account the physical object actually moving.
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// This code updates the offset position and rotation of the child and then
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// lets the update code push the update to the viewer.
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// Since physics engines do not normally generate this event for linkset children,
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// this code will not be active unless you have a specially configured
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// physics engine.
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Quaternion invRootRotation = Quaternion.Normalize(Quaternion.Inverse(ParentGroup.RootPart.RotationOffset));
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m_offsetPosition = pa.Position - m_groupPosition;
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RotationOffset = pa.Orientation * invRootRotation;
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// m_log.DebugFormat("{0} PhysicsRequestingTerseUpdate child: pos={1}, rot={2}, offPos={3}, offRot={4}",
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// "[SCENE OBJECT PART]", pa.Position, pa.Orientation, m_offsetPosition, RotationOffset);
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}
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ScheduleTerseUpdate();
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}
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