public void UpdateGroupRotationPR(Vector3 pos, Quaternion rot)
{
foreach (SceneObjectPart part in ChildrenList)
{
part.StoreUndoState();
}
m_rootPart.UpdateRotation(rot);
PhysicsActor actor = m_rootPart.PhysActor;
if (actor != null)
actor.Orientation = m_rootPart.GetRotationOffset();
AbsolutePosition = pos;
HasGroupChanged = true;
ScheduleGroupTerseUpdate();
}