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Merge branch 'master' into careminster-presence-refactor
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@@ -398,6 +398,8 @@ namespace OpenSim.Region.Framework.Scenes
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/// <value>
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/// The parts of this scene object group. You must lock this property before using it.
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/// If you're doing anything other than reading values, please take a copy of the values rather than locking
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/// the dictionary for the entirety of the operation. This increases liveness and reduces the danger of deadlock
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/// If you want to know the number of children, consider using the PrimCount property instead
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/// </value>
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public Dictionary<UUID, SceneObjectPart> Children
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@@ -2306,29 +2308,29 @@ namespace OpenSim.Region.Framework.Scenes
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// return;
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lockPartsForRead(true);
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bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
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if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
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{
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bool UsePhysics = ((RootPart.Flags & PrimFlags.Physics) != 0);
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m_rootPart.UpdateFlag = 1;
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lastPhysGroupPos = AbsolutePosition;
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}
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if (UsePhysics && !AbsolutePosition.ApproxEquals(lastPhysGroupPos, 0.02f))
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{
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m_rootPart.UpdateFlag = 1;
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lastPhysGroupPos = AbsolutePosition;
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}
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if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
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{
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m_rootPart.UpdateFlag = 1;
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lastPhysGroupRot = GroupRotation;
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}
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if (UsePhysics && !GroupRotation.ApproxEquals(lastPhysGroupRot, 0.1f))
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{
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m_rootPart.UpdateFlag = 1;
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lastPhysGroupRot = GroupRotation;
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}
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foreach (SceneObjectPart part in m_parts.Values)
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{
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if (!IsSelected)
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part.UpdateLookAt();
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part.SendScheduledUpdates();
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}
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List<SceneObjectPart> partList = null;
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partList = new List<SceneObjectPart>(m_parts.Values);
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foreach (SceneObjectPart part in partList)
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{
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if (!IsSelected)
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part.UpdateLookAt();
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part.SendScheduledUpdates();
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}
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lockPartsForRead(false);
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}
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@@ -3161,11 +3163,12 @@ namespace OpenSim.Region.Framework.Scenes
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public void UpdatePermissions(UUID AgentID, byte field, uint localID,
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uint mask, byte addRemTF)
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{
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List<SceneObjectPart> partList = null;
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lock (m_parts)
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{
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foreach (SceneObjectPart part in m_parts.Values)
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part.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
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}
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partList = new List<SceneObjectPart>(m_parts.Values);
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foreach (SceneObjectPart part in partList)
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part.UpdatePermissions(AgentID, field, localID, mask, addRemTF);
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HasGroupChanged = true;
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}
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