* 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.
This commit is contained in:
Teravus Ovares
2007-12-28 05:25:21 +00:00
parent 9b36c6c3ad
commit 67bbed8202
6 changed files with 128 additions and 61 deletions

View File

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