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Merge branch 'master' into bigmerge
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@@ -252,7 +252,6 @@ namespace OpenSim.Region.Framework.Scenes
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private byte[] m_TextureAnimation;
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private byte m_clickAction;
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private Color m_color = Color.Black;
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private string m_description = String.Empty;
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private readonly List<uint> m_lastColliders = new List<uint>();
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private int m_linkNum;
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@@ -331,11 +330,14 @@ namespace OpenSim.Region.Framework.Scenes
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/// </summary>
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public SceneObjectPart()
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{
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// It's not necessary to persist this
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m_TextureAnimation = Utils.EmptyBytes;
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m_particleSystem = Utils.EmptyBytes;
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Rezzed = DateTime.UtcNow;
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Description = String.Empty;
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// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
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// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
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// the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
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m_inventory = new SceneObjectPartInventory(this);
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}
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@@ -349,11 +351,10 @@ namespace OpenSim.Region.Framework.Scenes
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/// <param name="offsetPosition"></param>
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public SceneObjectPart(
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UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
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Quaternion rotationOffset, Vector3 offsetPosition)
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Quaternion rotationOffset, Vector3 offsetPosition) : this()
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{
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m_name = "Object";
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Rezzed = DateTime.UtcNow;
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CreationDate = (int)Utils.DateTimeToUnixTime(Rezzed);
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LastOwnerID = CreatorID = OwnerID = ownerID;
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UUID = UUID.Random();
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@@ -368,19 +369,10 @@ namespace OpenSim.Region.Framework.Scenes
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Velocity = Vector3.Zero;
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AngularVelocity = Vector3.Zero;
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Acceleration = Vector3.Zero;
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m_TextureAnimation = Utils.EmptyBytes;
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m_particleSystem = Utils.EmptyBytes;
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// Prims currently only contain a single folder (Contents). From looking at the Second Life protocol,
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// this appears to have the same UUID (!) as the prim. If this isn't the case, one can't drag items from
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// the prim into an agent inventory (Linden client reports that the "Object not found for drop" in its log
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Flags = 0;
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CreateSelected = true;
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TrimPermissions();
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m_inventory = new SceneObjectPartInventory(this);
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}
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#endregion Constructors
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@@ -938,19 +930,7 @@ namespace OpenSim.Region.Framework.Scenes
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set { m_acceleration = value; }
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}
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public string Description
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{
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get { return m_description; }
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set
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{
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m_description = value;
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PhysicsActor actor = PhysActor;
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if (actor != null)
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{
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actor.SOPDescription = value;
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}
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}
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}
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public string Description { get; set; }
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/// <value>
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/// Text color.
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@@ -1595,8 +1575,7 @@ namespace OpenSim.Region.Framework.Scenes
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// Basic Physics returns null.. joy joy joy.
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if (PhysActor != null)
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{
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PhysActor.SOPName = this.Name; // save object name and desc into the PhysActor so ODE internals know the joint/body info
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PhysActor.SOPDescription = this.Description;
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PhysActor.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
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PhysActor.SetMaterial(Material);
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DoPhysicsPropertyUpdate(RigidBody, true);
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PhysActor.SetVolumeDetect(VolumeDetectActive ? 1 : 0);
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