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* 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.
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@@ -222,6 +222,8 @@ namespace OpenSim.Region.Environment.Scenes
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{
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public Vector3 ipoint = new Vector3(0, 0, 0);
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public Vector3 normal = new Vector3(0, 0, 0);
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public Vector3 AAfaceNormal = new Vector3(0, 0, 0);
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public int face = -1;
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public bool HitTF = false;
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public SceneObjectPart obj;
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public float distance = 0;
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