/// <summary> /// Delinks the object from the group in the EntityManager /// </summary> /// <param name="entity"></param> /// <param name="part"></param> /// <returns></returns> public bool DeLinkPartFromEntity(ISceneEntity entity, ISceneChildEntity part) { //Remove the entity so that we can rebuild RemoveEntity(entity); bool RetVal = entity.RemoveChild(part); AddEntity(entity, false); //Now that everything is linked, destroy the undo states because it will fry the object otherwise entity.ClearUndoState(); return RetVal; }