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* Added ability to create new prim on existing prim (rezzing prim from inventory on other prim coming soon). No more new prim buried in the ground by accident.
* The prim are at the absolute position of the prim you rezzed it on top of + (0,0,0.5) for now.
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@@ -694,19 +694,22 @@ namespace OpenSim.Region.Environment.Scenes
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EntityIntersection returnresult = new EntityIntersection();
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Vector3 vAbsolutePosition = new Vector3(AbsolutePosition.X, AbsolutePosition.Y, AbsolutePosition.Z);
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Vector3 vScale = new Vector3(Scale.X, Scale.Y, Scale.Z);
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Quaternion qRotation =
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new Quaternion(RotationOffset.W, RotationOffset.X, RotationOffset.Y, RotationOffset.Z);
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Quaternion worldRotation = (qRotation*parentrot);
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Matrix3 worldRotM = worldRotation.ToRotationMatrix();
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//Quaternion worldRotation = (qRotation*parentrot);
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//Matrix3 worldRotM = worldRotation.ToRotationMatrix();
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Vector3 rOrigin = iray.Origin;
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Vector3 rDirection = iray.Direction;
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//rDirection = rDirection.Normalize();
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// Buidling the first part of the Quadratic equation
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Vector3 r2ndDirection = rDirection*rDirection;
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float itestPart1 = r2ndDirection.x + r2ndDirection.y + r2ndDirection.z;
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