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Thank you, Melanie for solving: When receiving an ObjectAdd packet, the Rotation member is silently ignored and the prim is created with 0,0,0,1 rotation. The patch introduces a fix that passes the Rotation parameter from the packet to the object and uses it in the actual object creation.
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@@ -568,12 +568,12 @@ namespace OpenSim.Region.Environment.Scenes
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/// </summary>
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/// <param name="addPacket"></param>
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/// <param name="ownerID"></param>
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public void AddNewPrim(LLUUID ownerID, LLVector3 pos, PrimitiveBaseShape shape)
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public void AddNewPrim(LLUUID ownerID, LLVector3 pos, LLQuaternion rot, PrimitiveBaseShape shape)
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{
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if (PermissionsMngr.CanRezObject(ownerID, pos))
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{
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SceneObjectGroup sceneOb =
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new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, shape);
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new SceneObjectGroup(this, m_regionHandle, ownerID, PrimIDAllocate(), pos, rot, shape);
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AddEntity(sceneOb);
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SceneObjectPart rootPart = sceneOb.GetChildPart(sceneOb.UUID);
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// if grass or tree, make phantom
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@@ -1565,4 +1565,4 @@ namespace OpenSim.Region.Environment.Scenes
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}
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}
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}
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}
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}
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