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Attempt to make it so items rezzed from inventory aren't half in the ground or half in the prim they are being rezzed on top off. This is currently only correct for single prims (not link groups) and unrotated prims. Next step is to fix for link sets and rotated prims.
This needs a lot more testing to find use cases where it might be wrong (like half way up a hill?)
Diffstat (limited to 'OpenSim/Region/CoreModules')
-rw-r--r-- | OpenSim/Region/CoreModules/Avatar/ObjectCaps/ObjectAdd.cs | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/CoreModules/Avatar/ObjectCaps/ObjectAdd.cs b/OpenSim/Region/CoreModules/Avatar/ObjectCaps/ObjectAdd.cs index d8c7b84..63a93aa 100644 --- a/OpenSim/Region/CoreModules/Avatar/ObjectCaps/ObjectAdd.cs +++ b/OpenSim/Region/CoreModules/Avatar/ObjectCaps/ObjectAdd.cs | |||
@@ -303,7 +303,7 @@ namespace OpenSim.Region.CoreModules.Avatar.ObjectCaps | |||
303 | if (m_scene.Permissions.CanRezObject(1, avatar.UUID, pos)) | 303 | if (m_scene.Permissions.CanRezObject(1, avatar.UUID, pos)) |
304 | { | 304 | { |
305 | // rez ON the ground, not IN the ground | 305 | // rez ON the ground, not IN the ground |
306 | pos.Z += 0.25F; | 306 | // pos.Z += 0.25F; |
307 | 307 | ||
308 | obj = m_scene.AddNewPrim(avatar.UUID, group_id, pos, rotation, pbs); | 308 | obj = m_scene.AddNewPrim(avatar.UUID, group_id, pos, rotation, pbs); |
309 | } | 309 | } |