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* refactor: as per a recent opensim-dev thread, rename InnerScene to SceneGraph to make it more descriptive of its intended function
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@@ -261,7 +261,7 @@ namespace OpenSim.Region.Environment.Modules.ContentManagement
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((SceneObjectGroup)scene.Entities[uuid]).DetachFromBackup();
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scene.PhysicsScene.RemovePrim(((SceneObjectGroup)scene.Entities[uuid]).RootPart.PhysActor);
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scene.SendKillObject(scene.Entities[uuid].LocalId);
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scene.m_innerScene.DeleteSceneObject(uuid, false);
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scene.m_sceneGraph.DeleteSceneObject(uuid, false);
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((SceneObjectGroup)scene.Entities[uuid]).DeleteGroup(false);
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}
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catch(Exception e)
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@@ -260,7 +260,7 @@ namespace OpenSim.Region.Environment.Modules.World.Archiver
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List<SceneObjectGroup> sceneObjects = new List<SceneObjectGroup>();
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// Filter entities so that we only have scene objects.
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// FIXME: Would be nicer to have this as a proper list in InnerScene, since lots of methods
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// FIXME: Would be nicer to have this as a proper list in SceneGraph, since lots of methods
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// end up having to do this
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foreach (EntityBase entity in entities)
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{
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@@ -490,7 +490,7 @@ namespace OpenSim.Region.Environment.Modules.World.Estate
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}
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else if (reportType == 0)
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{
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SceneData = m_scene.m_innerScene.GetTopScripts();
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SceneData = m_scene.m_sceneGraph.GetTopScripts();
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}
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List<LandStatReportItem> SceneReport = new List<LandStatReportItem>();
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