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Merge branch 'master' into careminster
Conflicts: OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs
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@@ -505,11 +505,19 @@ namespace OpenSim.Region.Framework.Scenes
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if (Scene != null)
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{
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// if ((Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E) || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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// || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N) || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
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// && !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
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if ((Scene.TestBorderCross(val, Cardinals.E) || Scene.TestBorderCross(val, Cardinals.W)
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|| Scene.TestBorderCross(val, Cardinals.N) || Scene.TestBorderCross(val, Cardinals.S))
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if (
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// (Scene.TestBorderCross(val - Vector3.UnitX, Cardinals.E)
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// || Scene.TestBorderCross(val + Vector3.UnitX, Cardinals.W)
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// || Scene.TestBorderCross(val - Vector3.UnitY, Cardinals.N)
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// || Scene.TestBorderCross(val + Vector3.UnitY, Cardinals.S))
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// Experimental change for better border crossings.
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// The commented out original lines above would, it seems, trigger
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// a border crossing a little early or late depending on which
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// direction the object was moving.
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(Scene.TestBorderCross(val, Cardinals.E)
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|| Scene.TestBorderCross(val, Cardinals.W)
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|| Scene.TestBorderCross(val, Cardinals.N)
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|| Scene.TestBorderCross(val, Cardinals.S))
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&& !IsAttachmentCheckFull() && (!Scene.LoadingPrims))
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{
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IEntityTransferModule entityTransfer = m_scene.RequestModuleInterface<IEntityTransferModule>();
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