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Add bool to TriggerSceneObjectPartUpdated where full = true indicates a full update. There should be a better way to indicate which properties have changed that is non LLUDP-centric
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@@ -913,7 +913,7 @@ namespace OpenSim.Region.Framework.Scenes
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public event SceneObjectPartCopyDelegate OnSceneObjectPartCopy;
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public delegate void SceneObjectPartCopyDelegate(SceneObjectPart copy, SceneObjectPart original, bool userExposed);
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public delegate void SceneObjectPartUpdated(SceneObjectPart sop);
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public delegate void SceneObjectPartUpdated(SceneObjectPart sop, bool full);
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public event SceneObjectPartUpdated OnSceneObjectPartUpdated;
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public delegate void ScenePresenceUpdated(ScenePresence sp);
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@@ -2837,7 +2837,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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}
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public void TriggerSceneObjectPartUpdated(SceneObjectPart sop)
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public void TriggerSceneObjectPartUpdated(SceneObjectPart sop, bool full)
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{
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SceneObjectPartUpdated handler = OnSceneObjectPartUpdated;
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if (handler != null)
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@@ -2846,7 +2846,7 @@ namespace OpenSim.Region.Framework.Scenes
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{
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try
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{
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d(sop);
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d(sop, full);
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}
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catch (Exception e)
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{
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@@ -2465,7 +2465,7 @@ namespace OpenSim.Region.Framework.Scenes
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// UUID, Name, TimeStampFull);
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if (ParentGroup.Scene != null)
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this);
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, true);
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}
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/// <summary>
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@@ -2499,7 +2499,7 @@ namespace OpenSim.Region.Framework.Scenes
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}
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if (ParentGroup.Scene != null)
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this);
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ParentGroup.Scene.EventManager.TriggerSceneObjectPartUpdated(this, false);
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}
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public void ScriptSetPhysicsStatus(bool UsePhysics)
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