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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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@@ -299,10 +299,7 @@ namespace OpenSim.Region.Physics.OdePlugin
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p2.PhysicsActorType == (int) ActorTypes.Prim))
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{
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if (p2.PhysicsActorType == (int) ActorTypes.Agent)
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{ if (p1.IsPhysical)
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{
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int q = 1;
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}
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{
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p2.CollidingObj = true;
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//contacts[i].depth = 0.003f;
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p2.Velocity = p2.Velocity + new PhysicsVector(0, 0, 2.5f);
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@@ -313,18 +310,12 @@ namespace OpenSim.Region.Physics.OdePlugin
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}
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else
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{
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if (p1.IsPhysical)
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{
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int q = 1;
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}
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contacts[i].depth = 0.0000000f;
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//contacts[i].depth = 0.0000000f;
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}
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if (p1.PhysicsActorType == (int) ActorTypes.Agent)
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{
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if (p2.IsPhysical)
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{
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int q = 1;
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}
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p1.CollidingObj = true;
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//contacts[i].depth = 0.003f;
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p1.Velocity = p1.Velocity + new PhysicsVector(0, 0, 2.5f);
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