Massive tab and trailing space cleanup

This commit is contained in:
Melanie Thielker
2017-01-05 19:07:37 +00:00
parent e88e2945e9
commit b16abc8166
959 changed files with 23646 additions and 23646 deletions

View File

@@ -134,7 +134,7 @@ namespace OpenSim.Region.Framework.Scenes
);
private const scriptEvents PhyscicsVolumeDtcSubsEvents = (
scriptEvents.collision_start | scriptEvents.collision_end
);
);
private static readonly ILog m_log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
@@ -148,8 +148,8 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Dynamic objects that can be created and deleted as required.
/// </summary>
public DOMap DynObjs
{
public DOMap DynObjs
{
get
{
if (m_dynObjs == null)
@@ -163,16 +163,16 @@ namespace OpenSim.Region.Framework.Scenes
m_dynObjs = value;
}
}
/// <value>
/// Is this a root part?
/// </value>
/// <remarks>
/// This will return true even if the whole object is attached to an avatar.
/// </remarks>
public bool IsRoot
public bool IsRoot
{
get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
get { return Object.ReferenceEquals(ParentGroup.RootPart, this); }
}
/// <summary>
@@ -192,11 +192,11 @@ namespace OpenSim.Region.Framework.Scenes
#region Fields
public bool AllowedDrop;
public bool DIE_AT_EDGE;
public bool RETURN_AT_EDGE;
public bool BlockGrab { get; set; }
public bool StatusSandbox;
@@ -221,7 +221,7 @@ namespace OpenSim.Region.Framework.Scenes
// Note: This isn't persisted in the database right now, as the fields for that aren't just there yet.
// Not a big problem as long as the script that sets it remains in the prim on startup.
// for SL compatibility it should be persisted though (set sound / displaytext / particlesystem, kill script)
public UUID Sound;
public byte SoundFlags;
@@ -254,7 +254,7 @@ namespace OpenSim.Region.Framework.Scenes
[XmlIgnore]
public int STATUS_ROTATE_X; // this should not be used
[XmlIgnore]
public int STATUS_ROTATE_Y; // this should not be used
@@ -262,13 +262,13 @@ namespace OpenSim.Region.Framework.Scenes
public int STATUS_ROTATE_Z; // this should not be used
private Dictionary<int, string> m_CollisionFilter = new Dictionary<int, string>();
/// <value>
/// The UUID of the user inventory item from which this object was rezzed if this is a root part.
/// If UUID.Zero then either this is not a root part or there is no connection with a user inventory item.
/// </value>
private UUID m_fromUserInventoryItemID;
public UUID FromUserInventoryItemID
{
get { return m_fromUserInventoryItemID; }
@@ -289,7 +289,7 @@ namespace OpenSim.Region.Framework.Scenes
public bool VolumeDetectActive
{
get
get
{
return (Flags & (PrimFlags)primFlagVolumeDetect) != 0;
}
@@ -313,7 +313,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// This part's inventory
/// </summary>
/// </summary>
public IEntityInventory Inventory
{
get { return m_inventory; }
@@ -321,20 +321,20 @@ namespace OpenSim.Region.Framework.Scenes
protected SceneObjectPartInventory m_inventory;
public bool Undoing;
public bool IgnoreUndoUpdate = false;
public PrimFlags LocalFlags;
private float m_damage = -1.0f;
private byte[] m_TextureAnimation;
private byte m_clickAction;
private Color m_color = Color.Black;
private readonly List<uint> m_lastColliders = new List<uint>();
private int m_linkNum;
private int m_scriptAccessPin;
private readonly Dictionary<UUID, scriptEvents> m_scriptEvents = new Dictionary<UUID, scriptEvents>();
private string m_sitName = String.Empty;
private Quaternion m_sitTargetOrientation = Quaternion.Identity;
@@ -403,7 +403,7 @@ namespace OpenSim.Region.Framework.Scenes
private UUID m_collisionSound;
private float m_collisionSoundVolume;
private int LastColSoundSentTime;
private int LastColSoundSentTime;
private SOPVehicle m_vehicleParams = null;
@@ -454,7 +454,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="rotationOffset"></param>
/// <param name="offsetPosition"></param>
public SceneObjectPart(
UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
UUID ownerID, PrimitiveBaseShape shape, Vector3 groupPosition,
Quaternion rotationOffset, Vector3 offsetPosition) : this()
{
m_name = "Object";
@@ -505,7 +505,7 @@ namespace OpenSim.Region.Framework.Scenes
private bool m_createSelected = false;
private UUID _creatorID;
public UUID CreatorID
public UUID CreatorID
{
get { return _creatorID; }
set { _creatorID = value; }
@@ -515,7 +515,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// Data about the creator in the form home_url;name
/// </summary>
public string CreatorData
public string CreatorData
{
get { return m_creatorData; }
set { m_creatorData = value; }
@@ -565,7 +565,7 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// A relic from when we we thought that prims contained folder objects. In
/// A relic from when we we thought that prims contained folder objects. In
/// reality, prim == folder
/// Exposing this is not particularly good, but it's one of the least evils at the moment to see
/// folder id from prim inventory item data, since it's not (yet) actually stored with the prim.
@@ -611,10 +611,10 @@ namespace OpenSim.Region.Framework.Scenes
public UUID UUID
{
get { return m_uuid; }
set
{
m_uuid = value;
set
{
m_uuid = value;
// This is necessary so that TaskInventoryItem parent ids correctly reference the new uuid of this part
if (Inventory != null)
Inventory.ResetObjectID();
@@ -634,8 +634,8 @@ namespace OpenSim.Region.Framework.Scenes
public virtual string Name
{
get { return m_name; }
set
{
set
{
m_name = value;
PhysicsActor pa = PhysActor;
@@ -678,11 +678,11 @@ namespace OpenSim.Region.Framework.Scenes
m_isSelected = value;
if (ParentGroup != null)
ParentGroup.PartSelectChanged(value);
}
}
public Dictionary<int, string> CollisionFilter
{
get { return m_CollisionFilter; }
@@ -704,14 +704,14 @@ namespace OpenSim.Region.Framework.Scenes
set { m_APIDTarget = value; }
}
protected float APIDDamp
{
get { return m_APIDDamp; }
set { m_APIDDamp = value; }
}
protected float APIDStrength
{
get { return m_APIDStrength; }
@@ -769,21 +769,21 @@ namespace OpenSim.Region.Framework.Scenes
set { m_particleSystem = value; }
}
public DateTime Expires
{
get { return m_expires; }
set { m_expires = value; }
}
public DateTime Rezzed
{
get { return m_rezzed; }
set { m_rezzed = value; }
}
public float Damage
{
get { return m_damage; }
@@ -798,7 +798,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <summary>
/// The position of the entire group that this prim belongs to.
/// </summary>
///
///
public Vector3 GroupPosition
{
@@ -837,7 +837,7 @@ namespace OpenSim.Region.Framework.Scenes
// Root prim actually goes at Position
if (ParentID == 0)
{
actor.Position = value;
actor.Position = value;
}
else
{
@@ -955,7 +955,7 @@ namespace OpenSim.Region.Framework.Scenes
return m_rotationOffset;
}
set
{
// StoreUndoState();
@@ -1066,24 +1066,24 @@ namespace OpenSim.Region.Framework.Scenes
if ((actor != null) && actor.IsPhysical && ParentGroup.RootPart == this && VehicleType == (int)Vehicle.TYPE_NONE)
{
actor.RotationalVelocity = m_angularVelocity;
}
}
}
}
/// <summary></summary>
public Vector3 Acceleration
{
get
{
get
{
PhysicsActor actor = PhysActor;
if (actor != null)
{
m_acceleration = actor.Acceleration;
}
return m_acceleration;
}
set
{
m_acceleration = actor.Acceleration;
}
return m_acceleration;
}
set
{
if (Util.IsNanOrInfinity(value))
m_acceleration = Vector3.Zero;
@@ -1217,23 +1217,23 @@ namespace OpenSim.Region.Framework.Scenes
else
b = sz;
}
return a * b;
return a * b;
}
public UpdateRequired UpdateFlag { get; set; }
/// <summary>
/// Used for media on a prim.
/// </summary>
/// Do not change this value directly - always do it through an IMoapModule.
public string MediaUrl
{
public string MediaUrl
{
get
{
return m_mediaUrl;
return m_mediaUrl;
}
set
{
m_mediaUrl = value;
@@ -1246,10 +1246,10 @@ namespace OpenSim.Region.Framework.Scenes
public bool CreateSelected
{
get { return m_createSelected; }
set
{
set
{
// m_log.DebugFormat("[SOP]: Setting CreateSelected to {0} for {1} {2}", value, Name, UUID);
m_createSelected = value;
m_createSelected = value;
}
}
@@ -1423,7 +1423,7 @@ namespace OpenSim.Region.Framework.Scenes
}
/// <summary>
/// Property flags. See OpenMetaverse.PrimFlags
/// Property flags. See OpenMetaverse.PrimFlags
/// </summary>
/// <remarks>
/// Example properties are PrimFlags.Phantom and PrimFlags.DieAtEdge
@@ -1431,18 +1431,18 @@ namespace OpenSim.Region.Framework.Scenes
public PrimFlags Flags
{
get { return _flags; }
set
{
set
{
// m_log.DebugFormat("[SOP]: Setting flags for {0} {1} to {2}", UUID, Name, value);
_flags = value;
_flags = value;
}
}
[XmlIgnore]
public bool IsOccupied // KF If an av is sittingon this prim
{
get { return m_occupied; }
set { m_occupied = value; }
get { return m_occupied; }
set { m_occupied = value; }
}
/// <summary>
@@ -1474,7 +1474,7 @@ namespace OpenSim.Region.Framework.Scenes
}
private UUID _parentUUID = UUID.Zero;
public UUID ParentUUID
{
get
@@ -1487,7 +1487,7 @@ namespace OpenSim.Region.Framework.Scenes
set { _parentUUID = value; }
}
public string SitAnimation
{
get { return m_sitAnimation; }
@@ -1519,7 +1519,7 @@ namespace OpenSim.Region.Framework.Scenes
{
get { return m_collisionSound; }
set
{
{
m_collisionSound = value;
if (value == invalidCollisionSoundUUID)
@@ -1589,7 +1589,7 @@ namespace OpenSim.Region.Framework.Scenes
{
if (ParentGroup.RootPart == this)
return m_torque;
return ParentGroup.RootPart.Torque;
}
@@ -1733,7 +1733,7 @@ namespace OpenSim.Region.Framework.Scenes
set
{
byte oldv = m_physicsShapeType;
if (value >= 0 && value <= (byte)PhysShapeType.convex)
{
if (value == (byte)PhysShapeType.none && ParentGroup != null && ParentGroup.RootPart == this)
@@ -1966,7 +1966,7 @@ namespace OpenSim.Region.Framework.Scenes
Utils.FloatToBytes(pTexAnim.Start).CopyTo(data, pos);
Utils.FloatToBytes(pTexAnim.Length).CopyTo(data, pos + 4);
Utils.FloatToBytes(pTexAnim.Rate).CopyTo(data, pos + 8);
}
m_TextureAnimation = data;
}
@@ -2063,7 +2063,7 @@ namespace OpenSim.Region.Framework.Scenes
root.AngularVelocity = pAngVel;
}
/// <summary>
/// hook to the physics scene to apply angular impulse
@@ -2095,7 +2095,7 @@ namespace OpenSim.Region.Framework.Scenes
/// </summary>
/// <param name="impulsei">Vector force</param>
/// <param name="localGlobalTF">true for the local frame, false for the global frame</param>
// this is actualy Set Torque.. keeping naming so not to edit lslapi also
public void SetAngularImpulse(Vector3 torquei, bool localGlobalTF)
{
@@ -2116,7 +2116,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <param name="VolumeDetectActive"></param>
/// <param name="building"></param>
public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
public void ApplyPhysics(uint _ObjectFlags, bool _VolumeDetectActive, bool building)
{
VolumeDetectActive = _VolumeDetectActive;
@@ -2177,7 +2177,7 @@ namespace OpenSim.Region.Framework.Scenes
/// <returns></returns>
public SceneObjectPart Copy(uint plocalID, UUID AgentID, UUID GroupID, int linkNum, bool userExposed)
{
// FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up
// FIXME: This is dangerous since it's easy to forget to reset some references when necessary and end up
// with bugs that only occur in some circumstances (e.g. crossing between regions on the same simulator
// but not between regions on different simulators). Really, all copying should be done explicitly.
SceneObjectPart dupe = (SceneObjectPart)MemberwiseClone();
@@ -2242,20 +2242,20 @@ namespace OpenSim.Region.Framework.Scenes
dupe.PayPrice = (int[])PayPrice.Clone();
dupe.DynAttrs.CopyFrom(DynAttrs);
if (userExposed)
{
bool UsePhysics = ((dupe.Flags & PrimFlags.Physics) != 0);
dupe.DoPhysicsPropertyUpdate(UsePhysics, true);
}
if (dupe.PhysActor != null)
dupe.PhysActor.LocalID = plocalID;
ParentGroup.Scene.EventManager.TriggerOnSceneObjectPartCopy(dupe, this, userExposed);
// m_log.DebugFormat("[SCENE OBJECT PART]: Clone of {0} {1} finished", Name, UUID);
return dupe;
}
@@ -2428,7 +2428,7 @@ namespace OpenSim.Region.Framework.Scenes
pa.link(parentPa);
}
}
}
}
}
bool phan = ((Flags & PrimFlags.Phantom) != 0);
@@ -2528,7 +2528,7 @@ namespace OpenSim.Region.Framework.Scenes
public uint GetEffectiveObjectFlags()
{
// Commenting this section of code out since it doesn't actually do anything, as enums are handled by
// Commenting this section of code out since it doesn't actually do anything, as enums are handled by
// value rather than reference
// PrimFlags f = _flags;
// if (m_parentGroup == null || m_parentGroup.RootPart == this)
@@ -2820,7 +2820,7 @@ namespace OpenSim.Region.Framework.Scenes
ColliderArgs LandCollidingMessage = new ColliderArgs();
List<DetectedObject> colliding = new List<DetectedObject>();
colliding.Add(CreateDetObjectForGround());
LandCollidingMessage.Colliders = colliding;
@@ -2969,9 +2969,9 @@ namespace OpenSim.Region.Framework.Scenes
// Note: This is only being called on the root prim at this time.
m_log.ErrorFormat(
"[SCENE OBJECT PART]: Physical object {0}, localID {1} went out of bounds at {2} in {3}. Stopping at {4} and making non-physical.",
"[SCENE OBJECT PART]: Physical object {0}, localID {1} went out of bounds at {2} in {3}. Stopping at {4} and making non-physical.",
Name, LocalId, pos, ParentGroup.Scene.Name, AbsolutePosition);
RemFlag(PrimFlags.Physics);
DoPhysicsPropertyUpdate(false, true);
}
@@ -3026,7 +3026,7 @@ namespace OpenSim.Region.Framework.Scenes
//m_log.Debug("prev: " + prevflag.ToString() + " curr: " + Flags.ToString());
//ScheduleFullUpdate();
}
public void RemoveScriptEvents(UUID scriptid)
{
lock (m_scriptEvents)
@@ -3089,7 +3089,7 @@ namespace OpenSim.Region.Framework.Scenes
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
public void RotLookAt(Quaternion target, float strength, float damping)
{
if(ParentGroup.IsDeleted)
@@ -3115,7 +3115,7 @@ namespace OpenSim.Region.Framework.Scenes
m_log.WarnFormat("[SceneObjectPart] Invalid rotation strength {0}",APIDStrength);
return;
}
APIDActive = true;
// Necessary to get the lookat deltas applied
@@ -3357,7 +3357,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
// sl Does send them
// if (ParentGroup.IsSelected && ParentGroup.IsAttachment)
// return;
if (ParentGroup.IsDeleted)
return;
@@ -3487,7 +3487,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
public void SetBuoyancy(float fvalue)
{
Buoyancy = fvalue;
/*
/*
if (PhysActor != null)
{
PhysActor.Buoyancy = fvalue;
@@ -3547,7 +3547,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
public void SetVehicleType(int type)
{
m_vehicleParams = null;
if (type == (int)Vehicle.TYPE_NONE)
{
if (_parentID ==0 && PhysActor != null)
@@ -3754,7 +3754,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
{
if (Shape.SculptEntry)
return PrimType.SCULPT;
if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Square)
{
if (Shape.PathCurve == (byte)Extrusion.Straight)
@@ -3782,12 +3782,12 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
else if (Shape.PathCurve == (byte)Extrusion.Curve1)
return PrimType.RING;
}
return PrimType.BOX;
}
/// <summary>
/// Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces
/// Tell us if this object has cut, hollow, dimple, and other factors affecting the number of faces
/// </summary>
/// <param name="primType"></param>
/// <param name="shape"></param>
@@ -3812,7 +3812,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
hasDimple = (shape.ProfileBegin > 0) || (shape.ProfileEnd > 0); // taken from llSetPrimitiveParms
hasProfileCut = hasDimple; // is it the same thing?
}
public void SetGroup(UUID groupID, IClientAPI client)
{
// Scene.AddNewPrims() calls with client == null so can't use this.
@@ -3859,7 +3859,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
public void SetScriptEvents(UUID scriptid, int events)
{
// m_log.DebugFormat(
// "[SCENE OBJECT PART]: Set script events for script with id {0} on {1}/{2} to {3} in {4}",
// "[SCENE OBJECT PART]: Set script events for script with id {0} on {1}/{2} to {3} in {4}",
// scriptid, Name, ParentGroup.Name, events, ParentGroup.Scene.Name);
// scriptEvents oldparts;
@@ -3896,7 +3896,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
ScheduleFullUpdate();
}
}
/// <summary>
/// Set the text displayed for this part.
/// </summary>
@@ -4491,7 +4491,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
public bool IsHingeJoint()
{
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
@@ -4507,7 +4507,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
public bool IsBallJoint()
{
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
@@ -4523,7 +4523,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
public bool IsJoint()
{
// For now, we use the NINJA naming scheme for identifying joints.
// In the future, we can support other joint specification schemes such as a
// In the future, we can support other joint specification schemes such as a
// custom checkbox in the viewer GUI.
if (ParentGroup.Scene != null && ParentGroup.Scene.PhysicsScene != null && ParentGroup.Scene.PhysicsScene.SupportsNINJAJoints)
{
@@ -4616,8 +4616,8 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
Stop();
}
else
else
{
if (ParentGroup.Scene.CollidablePrims)
{
@@ -4649,7 +4649,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
UpdatePhysicsSubscribedEvents();
}
}
}
// and last in case we have a new actor and not building
@@ -4658,7 +4658,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
ParentGroup.HasGroupChanged = true;
ScheduleFullUpdate();
}
// m_log.DebugFormat("[SCENE OBJECT PART]: Updated PrimFlags on {0} {1} to {2}", Name, LocalId, Flags);
}
@@ -4671,10 +4671,10 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
/// <param name="building">tells physics to delay full construction of object</param>
/// <param name="applyDynamics">applies velocities, force and torque</param>
private void AddToPhysics(bool isPhysical, bool isPhantom, bool building, bool applyDynamics)
{
{
PhysicsActor pa;
Vector3 velocity = Velocity;
Vector3 velocity = Velocity;
Vector3 rotationalVelocity = AngularVelocity;;
try
@@ -4695,7 +4695,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
m_log.ErrorFormat("[SCENE]: caught exception meshing object {0}. Object set to phantom. e={1}", m_uuid, e);
pa = null;
}
if (pa != null)
{
pa.SOPName = this.Name; // save object into the PhysActor so ODE internals know the joint/body info
@@ -4709,7 +4709,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
if(LocalId == ParentGroup.RootPart.LocalId)
{
pa.LockAngularMotion(RotationAxisLocks);
pa.LockAngularMotion(RotationAxisLocks);
}
if (VolumeDetectActive) // change if not the default only
@@ -4722,7 +4722,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
AddFlag(PrimFlags.CameraDecoupled);
else
RemFlag(PrimFlags.CameraDecoupled);
}
}
else
RemFlag(PrimFlags.CameraDecoupled);
// we are going to tell rest of code about physics so better have this here
@@ -4752,8 +4752,8 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
}
}
if (applyDynamics && LocalId == ParentGroup.RootPart.LocalId)
// do independent of isphysical so parameters get setted (at least some)
if (applyDynamics && LocalId == ParentGroup.RootPart.LocalId)
// do independent of isphysical so parameters get setted (at least some)
{
Velocity = velocity;
AngularVelocity = rotationalVelocity;
@@ -4941,8 +4941,8 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
Primitive.TextureEntryFace fallbackNewFace = newTex.DefaultTexture;
Primitive.TextureEntryFace fallbackOldFace = oldTex.DefaultTexture;
// On Incoming packets, sometimes newText.DefaultTexture is null. The assumption is that all
// On Incoming packets, sometimes newText.DefaultTexture is null. The assumption is that all
// other prim-sides are set, but apparently that's not always the case. Lets assume packet/data corruption at this point.
if (fallbackNewFace == null)
{
@@ -4958,7 +4958,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
// Materials capable viewers can send a ObjectImage packet
// when nothing in TE has changed. MaterialID should be updated
// by the RenderMaterials CAP handler, so updating it here may cause a
// race condtion. Therefore, if no non-materials TE fields have changed,
// race condtion. Therefore, if no non-materials TE fields have changed,
// we should ignore any changes and not update Shape.TextureEntry
bool otherFieldsChanged = false;
@@ -5140,7 +5140,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
{
return m_forceMouselook;
}
public override string ToString()
{
return String.Format("{0} {1} (parent {2}))", Name, UUID, ParentGroup);
@@ -5157,7 +5157,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
&& (ParentGroup.RootPart != this
|| ParentGroup.AttachedAvatar != remoteClient.AgentId && ParentGroup.HasPrivateAttachmentPoint))
return;
// Causes this thread to dig into the Client Thread Data.
// Remember your locking here!
remoteClient.SendEntityUpdate(
@@ -5165,9 +5165,9 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
PrimUpdateFlags.Position | PrimUpdateFlags.Rotation | PrimUpdateFlags.Velocity
| PrimUpdateFlags.Acceleration | PrimUpdateFlags.AngularVelocity);
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
ParentGroup.Scene.StatsReporter.AddObjectUpdates(1);
}
public void AddScriptLPS(int count)
{
ParentGroup.AddScriptLPS(count);
@@ -5233,7 +5233,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter
{
PermissionsUtil.LogPermissions(Name, message, BaseMask, OwnerMask, NextOwnerMask);
}
public void ApplyNextOwnerPermissions()
{
// Export needs to be preserved in the base and everyone