diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs index 6c0f57b0e3..2f7ca21b18 100644 --- a/OpenSim/Region/Environment/Scenes/InnerScene.cs +++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs @@ -197,13 +197,6 @@ namespace OpenSim.Region.Environment.Scenes protected internal bool AddRestoredSceneObject( SceneObjectGroup sceneObject, bool attachToBackup, bool alreadyPersisted) { - foreach (SceneObjectPart part in sceneObject.Children.Values) - { - part.LocalId = m_parentScene.PrimIDAllocate(); - } - - sceneObject.UpdateParentIDs(); - if (!alreadyPersisted) { sceneObject.ForceInventoryPersistence(); diff --git a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs index 592644578c..2c559a3b31 100644 --- a/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Environment/Scenes/SceneObjectGroup.cs @@ -578,7 +578,7 @@ namespace OpenSim.Region.Environment.Scenes //UpdateParentIDs(); - // No need to lock here since part isn't yet in a scene + // No need to lock here since the object isn't yet in a scene foreach (SceneObjectPart part in m_parts.Values) { if (Object.ReferenceEquals(part, m_rootPart)) @@ -586,7 +586,7 @@ namespace OpenSim.Region.Environment.Scenes part.LocalId = m_scene.PrimIDAllocate(); part.ParentID = m_rootPart.LocalId; - m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID); + //m_log.DebugFormat("[SCENE]: Given local id {0} to part {1}, linknum {2}, parent {3} {4}", part.LocalId, part.UUID, part.LinkNum, part.ParentID, part.ParentUUID); } ApplyPhysics(m_scene.m_physicalPrim);