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.cs')
-rw-r--r-- | OpenSim/Region/Framework/Scenes/Scene.cs | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/OpenSim/Region/Framework/Scenes/Scene.cs b/OpenSim/Region/Framework/Scenes/Scene.cs index ac2d02e..660ee8d 100644 --- a/OpenSim/Region/Framework/Scenes/Scene.cs +++ b/OpenSim/Region/Framework/Scenes/Scene.cs | |||
@@ -1386,8 +1386,7 @@ namespace OpenSim.Region.Framework.Scenes | |||
1386 | 1386 | ||
1387 | //increase height so its above the ground. | 1387 | //increase height so its above the ground. |
1388 | //should be getting the normal of the ground at the rez point and using that? | 1388 | //should be getting the normal of the ground at the rez point and using that? |
1389 | float ScaleOffset = Math.Abs(scale.Z); | 1389 | pos.Z += scale.Z / 2f; |
1390 | pos.Z += ScaleOffset / 2f; | ||
1391 | return pos; | 1390 | return pos; |
1392 | } | 1391 | } |
1393 | } | 1392 | } |