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When an asset is uploaded (e.g. a mesh) set individual copy/move/transfer permissions, not PermissionMask.All
Setting PermissionMask.All will cause next permissions to replace current permissions when the object is rezzed, since bit 4 will be set. This is not correct behaviour for a freshly uploaded mesh. Freshly rezzed in-world prims also do not have bit 4 set (don't yet know exactly what this is). Should resolve http://opensimulator.org/mantis/view.php?id=5651
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@@ -422,7 +422,7 @@ namespace OpenSim.Region.ClientStack.Linden
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string assetType)
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{
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m_log.DebugFormat(
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"Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}",
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"[BUNCH OF CAPS]: Uploaded asset {0} for inventory item {1}, inv type {2}, asset type {3}",
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assetID, inventoryItem, inventoryType, assetType);
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sbyte assType = 0;
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@@ -625,7 +625,12 @@ namespace OpenSim.Region.ClientStack.Linden
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item.AssetType = assType;
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item.InvType = inType;
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item.Folder = parentFolder;
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item.CurrentPermissions = (uint)PermissionMask.All;
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// If we set PermissionMask.All then when we rez the item the next permissions will replace the current
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// (owner) permissions. This becomes a problem if next permissions are changed.
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item.CurrentPermissions
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= (uint)(PermissionMask.Move | PermissionMask.Copy | PermissionMask.Modify | PermissionMask.Transfer);
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item.BasePermissions = (uint)PermissionMask.All;
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item.EveryOnePermissions = 0;
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item.NextPermissions = (uint)PermissionMask.All;
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