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seems to compile ( tests comented out)
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@@ -1928,7 +1928,7 @@ namespace OpenSim.Region.Framework.Scenes
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SceneObjectGroupsByLocalPartID[part.LocalId] = parentGroup;
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}
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*/
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parentGroup.AdjustChildPrimPermissions();
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parentGroup.AdjustChildPrimPermissions(false);
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parentGroup.HasGroupChanged = true;
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parentGroup.ProcessBackup(m_parentScene.SimulationDataService, true);
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parentGroup.ScheduleGroupForFullUpdate();
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@@ -2066,7 +2066,7 @@ namespace OpenSim.Region.Framework.Scenes
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// return unless the root is deleted. This will remove them
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// from the database. They will be rewritten immediately,
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// minus the rows for the unlinked child prims.
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g.AdjustChildPrimPermissions();
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g.AdjustChildPrimPermissions(false);
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m_parentScene.SimulationDataService.RemoveObject(g.UUID, m_parentScene.RegionInfo.RegionID);
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g.TriggerScriptChangedEvent(Changed.LINK);
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g.HasGroupChanged = true; // Persist
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@@ -2154,13 +2154,8 @@ namespace OpenSim.Region.Framework.Scenes
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if (m_parentScene.Permissions.CanDuplicateObject(
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original.PrimCount, original.UUID, AgentID, original.AbsolutePosition))
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{
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<<<<<<< HEAD
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m_log.WarnFormat(
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"[SCENEGRAPH]: Attempt to duplicate nonexistent prim id {0} by {1}", originalPrimID, AgentID);
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=======
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SceneObjectGroup copy = original.Copy(true);
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copy.AbsolutePosition = copy.AbsolutePosition + offset;
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>>>>>>> avn/ubitvar
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if (original.OwnerID != AgentID)
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{
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@@ -2197,63 +2192,12 @@ namespace OpenSim.Region.Framework.Scenes
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// PROBABLE END OF FIXME
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<<<<<<< HEAD
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// FIXME: This section needs to be refactored so that it just calls AddSceneObject()
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Entities.Add(copy);
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lock (SceneObjectGroupsByFullID)
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SceneObjectGroupsByFullID[copy.UUID] = copy;
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SceneObjectPart[] children = copy.Parts;
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lock (SceneObjectGroupsByFullPartID)
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{
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SceneObjectGroupsByFullPartID[copy.UUID] = copy;
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foreach (SceneObjectPart part in children)
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SceneObjectGroupsByFullPartID[part.UUID] = copy;
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}
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lock (SceneObjectGroupsByLocalPartID)
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{
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SceneObjectGroupsByLocalPartID[copy.LocalId] = copy;
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foreach (SceneObjectPart part in children)
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SceneObjectGroupsByLocalPartID[part.LocalId] = copy;
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}
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// PROBABLE END OF FIXME
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// Since we copy from a source group that is in selected
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// state, but the copy is shown deselected in the viewer,
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// We need to clear the selection flag here, else that
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// prim never gets persisted at all. The client doesn't
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// think it's selected, so it will never send a deselect...
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copy.IsSelected = false;
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m_numTotalPrim += copy.Parts.Length;
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// Go through all parts (primitives and meshes) of this Scene Object
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foreach (SceneObjectPart part in copy.Parts)
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{
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// Keep track of the total number of meshes or geometric primitives now in the scene;
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// determine which object this is based on its primitive type: sculpted (sculpt) prim refers to
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// a mesh and all other prims (i.e. box, sphere, etc) are geometric primitives
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if (part.GetPrimType() == PrimType.SCULPT)
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m_numMesh++;
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else
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m_numPrim++;
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}
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if (rot != Quaternion.Identity)
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{
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copy.UpdateGroupRotationR(rot);
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}
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=======
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// Since we copy from a source group that is in selected
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// state, but the copy is shown deselected in the viewer,
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// We need to clear the selection flag here, else that
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// prim never gets persisted at all. The client doesn't
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// think it's selected, so it will never send a deselect...
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copy.IsSelected = false;
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>>>>>>> avn/ubitvar
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m_numPrim += copy.Parts.Length;
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