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* Removed some of the redundant broadcast functions in Scene and SceneGraph so it is clear who/what the broadcast is going to each time
* Removed two redundant parameters from SceneObjectPart * Changed some code in terse update sending that was meant to work with references to work with value types (since Vector3 and Quaternion are structs) * Committing a preview of a new method for sending object updates efficiently (all commented out for now)
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@@ -853,16 +853,6 @@ if (m_shape != null) {
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return m_offsetPosition + m_groupPosition; }
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}
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public UUID ObjectCreator
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{
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get { return _creatorID; }
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}
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public UUID ObjectOwner
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{
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get { return _ownerID; }
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}
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public SceneObjectGroup ParentGroup
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{
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get { return m_parentGroup; }
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@@ -1440,7 +1430,7 @@ if (m_shape != null) {
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// Move afterwards ResetIDs as it clears the localID
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dupe.LocalId = localID;
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// This may be wrong... it might have to be applied in SceneObjectGroup to the object that's being duplicated.
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dupe._lastOwnerID = ObjectOwner;
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dupe._lastOwnerID = OwnerID;
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byte[] extraP = new byte[Shape.ExtraParams.Length];
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Array.Copy(Shape.ExtraParams, extraP, extraP.Length);
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