diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs index 75d066706f..4b4e4ba9c6 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectGroup.cs @@ -3038,7 +3038,16 @@ namespace OpenSim.Region.Framework.Scenes // for (int i = 0; i < parts.Length; i++) // parts[i].StoreUndoState(); - Vector3 oldPos = AbsolutePosition + RootPart.OffsetPosition; + Vector3 oldPos; + + // FIXME: This improves the situation where editing just the root prim of an attached object would send + // all the other parts to oblivion after detach/reattach. However, a problem remains since the root prim + // still ends up in the wrong position on reattach. + if (IsAttachment) + oldPos = RootPart.OffsetPosition; + else + oldPos = AbsolutePosition + RootPart.OffsetPosition; + Vector3 diff = oldPos - newPos; Quaternion partRotation = m_rootPart.RotationOffset; diff *= Quaternion.Inverse(partRotation);