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* OBB: Flipped the -y face normal so ray casting against the -y face correctly results in the point of collision.
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@@ -1028,7 +1028,7 @@ namespace OpenSim.Region.Environment.Scenes
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//vertexes[0].z = pos.Z + vertexes[0].z;
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//vertexes[0].z = pos.Z + vertexes[0].z;
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FaceA[0] = vertexes[0];
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FaceA[0] = vertexes[0];
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FaceA[3] = vertexes[0];
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FaceB[3] = vertexes[0];
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FaceA[4] = vertexes[0];
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FaceA[4] = vertexes[0];
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tScale = AXscale;
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tScale = AXscale;
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@@ -1053,7 +1053,7 @@ namespace OpenSim.Region.Environment.Scenes
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//vertexes[2].z = pos.Z + vertexes[2].z;
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//vertexes[2].z = pos.Z + vertexes[2].z;
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FaceC[0] = vertexes[2];
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FaceC[0] = vertexes[2];
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FaceC[3] = vertexes[2];
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FaceD[3] = vertexes[2];
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FaceC[5] = vertexes[2];
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FaceC[5] = vertexes[2];
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tScale = new Vector3(AXscale.x, AXscale.y, -AXscale.z);
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tScale = new Vector3(AXscale.x, AXscale.y, -AXscale.z);
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@@ -1101,7 +1101,7 @@ namespace OpenSim.Region.Environment.Scenes
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// vertexes[6].z = pos.Z + vertexes[6].z;
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// vertexes[6].z = pos.Z + vertexes[6].z;
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FaceB[2] = vertexes[6];
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FaceB[2] = vertexes[6];
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FaceB[3] = vertexes[6];
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FaceA[3] = vertexes[6];
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FaceB[4] = vertexes[6];
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FaceB[4] = vertexes[6];
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tScale = new Vector3(-AXscale.x, -AXscale.y, -AXscale.z);
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tScale = new Vector3(-AXscale.x, -AXscale.y, -AXscale.z);
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@@ -1113,7 +1113,7 @@ namespace OpenSim.Region.Environment.Scenes
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// vertexes[7].z = pos.Z + vertexes[7].z;
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// vertexes[7].z = pos.Z + vertexes[7].z;
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FaceD[2] = vertexes[7];
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FaceD[2] = vertexes[7];
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FaceD[3] = vertexes[7];
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FaceC[3] = vertexes[7];
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FaceD[5] = vertexes[7];
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FaceD[5] = vertexes[7];
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#endregion
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#endregion
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