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Stop undo of just the root prim position in the linkset from shifting the whole linkset.
However, what happens now is that undo just doesn't do anything when the root prim is selected on its own. This requires more code than just fiddling with undo states.
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@@ -11224,8 +11224,8 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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if (multipleupdate.AgentData.SessionID != SessionId)
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return false;
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// m_log.DebugFormat(
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// "[CLIENT]: Incoming MultipleObjectUpdatePacket contained {0} blocks", multipleupdate.ObjectData.Length);
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m_log.DebugFormat(
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"[CLIENT]: Incoming MultipleObjectUpdatePacket contained {0} blocks", multipleupdate.ObjectData.Length);
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Scene tScene = (Scene)m_scene;
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@@ -11247,9 +11247,9 @@ namespace OpenSim.Region.ClientStack.LindenUDP
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}
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else
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{
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// m_log.DebugFormat(
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// "[CLIENT]: Processing block {0} type {1} for {2} {3}",
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// i, block.Type, part.Name, part.LocalId);
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m_log.DebugFormat(
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"[CLIENT]: Processing block {0} type {1} for {2} {3}",
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i, block.Type, part.Name, part.LocalId);
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// // Do this once since fetch parts creates a new array.
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// SceneObjectPart[] parts = part.ParentGroup.Parts;
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