From a7043ebf53fc469af79877dfb1cde4c3588c969e Mon Sep 17 00:00:00 2001 From: MW Date: Mon, 13 Jul 2009 12:08:14 +0000 Subject: 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?) --- OpenSim/Region/CoreModules/Avatar/ObjectCaps/ObjectAdd.cs | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'OpenSim/Region/CoreModules') 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 if (m_scene.Permissions.CanRezObject(1, avatar.UUID, pos)) { // rez ON the ground, not IN the ground - pos.Z += 0.25F; + // pos.Z += 0.25F; obj = m_scene.AddNewPrim(avatar.UUID, group_id, pos, rotation, pbs); } -- cgit v1.1