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Change the way attachments are persisted. Editing a worn attachment will now
save properly, as will the results of a resizer script working. Attachment positions are no longer saved on each move, but instead are saved once on logout. Attachment script states are saved as part of the attachment now when detaching.
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@@ -569,12 +569,20 @@ namespace OpenSim.Region.CoreModules.Framework.InventoryAccess
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{
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group.RootPart.Flags |= PrimFlags.Phantom;
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group.RootPart.IsAttachment = true;
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}
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// If we're rezzing an attachment then don't ask AddNewSceneObject() to update the client since
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// we'll be doing that later on. Scheduling more than one full update during the attachment
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// process causes some clients to fail to display the attachment properly.
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m_Scene.AddNewSceneObject(group, true, false);
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// If we're rezzing an attachment then don't ask
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// AddNewSceneObject() to update the client since
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// we'll be doing that later on. Scheduling more
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// than one full update during the attachment
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// process causes some clients to fail to display
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// the attachment properly.
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// Also, don't persist attachments.
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m_Scene.AddNewSceneObject(group, false, false);
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}
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else
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{
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m_Scene.AddNewSceneObject(group, true, false);
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}
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// m_log.InfoFormat("ray end point for inventory rezz is {0} {1} {2} ", RayEnd.X, RayEnd.Y, RayEnd.Z);
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// if attachment we set it's asset id so object updates can reflect that
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