From 1c697ef0d206445c6819e338626169fc6ef56432 Mon Sep 17 00:00:00 2001 From: Teravus Ovares Date: Thu, 1 May 2008 06:31:12 +0000 Subject: * You can now rez objects out of inventory at the correct offset from prim you rez it on. Including multi prim groups and prim that have different X/Y/Z scales. --- OpenSim/Region/Environment/Scenes/InnerScene.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'OpenSim/Region/Environment/Scenes/InnerScene.cs') diff --git a/OpenSim/Region/Environment/Scenes/InnerScene.cs b/OpenSim/Region/Environment/Scenes/InnerScene.cs index 8a48f6e..5434a88 100644 --- a/OpenSim/Region/Environment/Scenes/InnerScene.cs +++ b/OpenSim/Region/Environment/Scenes/InnerScene.cs @@ -853,7 +853,7 @@ namespace OpenSim.Region.Environment.Scenes return null; } - public EntityIntersection GetClosestIntersectingPrim(Ray hray) + public EntityIntersection GetClosestIntersectingPrim(Ray hray, bool frontFacesOnly) { // Primitive Ray Tracing float closestDistance = 280f; @@ -863,7 +863,7 @@ namespace OpenSim.Region.Environment.Scenes if (ent is SceneObjectGroup) { SceneObjectGroup reportingG = (SceneObjectGroup)ent; - EntityIntersection result = reportingG.TestIntersection(hray); + EntityIntersection result = reportingG.TestIntersection(hray, frontFacesOnly); if (result.HitTF) { if (result.distance < closestDistance) -- cgit v1.1