patch objects crossings for var regions, until region location is fully fixed
parent
e6f675b81b
commit
40ae9ec554
|
@ -2547,8 +2547,14 @@ namespace OpenSim.Region.CoreModules.Framework.EntityTransfer
|
||||||
else
|
else
|
||||||
y--;
|
y--;
|
||||||
|
|
||||||
|
// ugly
|
||||||
|
// Call the grid service to lookup the region containing the new position.
|
||||||
|
GridRegion neighbourRegion = GetRegionContainingWorldLocation(
|
||||||
|
scene.GridService, scene.RegionInfo.ScopeID,
|
||||||
|
targetPosition.X, targetPosition.Y,
|
||||||
|
Math.Max(scene.RegionInfo.RegionSizeX, scene.RegionInfo.RegionSizeY));
|
||||||
|
|
||||||
GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID,x,y);
|
// GridRegion neighbourRegion = scene.GridService.GetRegionByPosition(scene.RegionInfo.ScopeID,x,y);
|
||||||
if (neighbourRegion == null)
|
if (neighbourRegion == null)
|
||||||
{
|
{
|
||||||
return null;
|
return null;
|
||||||
|
|
Loading…
Reference in New Issue