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authorMW2009-07-13 14:42:46 +0000
committerMW2009-07-13 14:42:46 +0000
commitc4318136ba356a1766d57479ae1814a2606c5c8d (patch)
treea79b88d6fe26976990b14e0c9f67781b71f90285 /OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
parentAttempt to make it so items rezzed from inventory aren't half in the ground o... (diff)
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Changed it so that when rezzing prims from inventory, a bounding box containing all the prims in the group is used for working out the rezzing point. So that none of the child prims are underground. Or at least thats what it is meant to do, still needs more testing and there are still some issues with link sets getting rezzed too high above the ground/target prim.
Diffstat (limited to 'OpenSim/Region/Framework/Scenes/Scene.Inventory.cs')
-rw-r--r--OpenSim/Region/Framework/Scenes/Scene.Inventory.cs2
1 files changed, 1 insertions, 1 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
index 3fe879a..3a5107d 100644
--- a/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
+++ b/OpenSim/Region/Framework/Scenes/Scene.Inventory.cs
@@ -2318,7 +2318,7 @@ namespace OpenSim.Region.Framework.Scenes
2318 { 2318 {
2319 pos = GetNewRezLocation( 2319 pos = GetNewRezLocation(
2320 RayStart, RayEnd, RayTargetID, Quaternion.Identity, 2320 RayStart, RayEnd, RayTargetID, Quaternion.Identity,
2321 BypassRayCast, bRayEndIsIntersection, true, group.GroupScale(), false); 2321 BypassRayCast, bRayEndIsIntersection, true, group.GetAxisAlignedBoundingBox(), false);
2322 group.AbsolutePosition = pos; 2322 group.AbsolutePosition = pos;
2323 } 2323 }
2324 else 2324 else