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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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@@ -122,11 +122,20 @@ namespace OpenSim.Region.Framework.Interfaces
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void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
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/// <summary>
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/// Update the position of an attachment
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/// Update the user inventory with a changed attachment
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/// </summary>
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/// <param name="client"></param>
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/// <param name="sog"></param>
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/// <param name="pos"></param>
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void UpdateAttachmentPosition(IClientAPI client, SceneObjectGroup sog, Vector3 pos);
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/// <param name="remoteClient">
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/// A <see cref="IClientAPI"/>
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/// </param>
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/// <param name="grp">
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/// A <see cref="SceneObjectGroup"/>
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/// </param>
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/// <param name="itemID">
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/// A <see cref="UUID"/>
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/// </param>
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/// <param name="agentID">
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/// A <see cref="UUID"/>
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/// </param>
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void UpdateKnownItem(IClientAPI remoteClient, SceneObjectGroup grp, UUID itemID, UUID agentID);
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}
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}
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}
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@@ -183,6 +183,7 @@ namespace OpenSim.Region.Framework.Interfaces
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/// <returns>false if the item did not exist, true if the update occurred successfully</returns>
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bool UpdateInventoryItem(TaskInventoryItem item);
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bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents);
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bool UpdateInventoryItem(TaskInventoryItem item, bool fireScriptEvents, bool considerChanged);
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/// <summary>
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/// Remove an item from this entity's inventory
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