diff options
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.cs | 2 |
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 |