this should be an if-else block in case the non-phys min/max are smaller than the physical min/max
parent
1369058280
commit
4820dfd733
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@ -1341,11 +1341,13 @@ namespace OpenSim.Region.ScriptEngine.Shared.Api
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scale.y = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.y));
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scale.y = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.y));
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scale.z = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.z));
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scale.z = Math.Max(World.m_minPhys, Math.Min(World.m_maxPhys, scale.z));
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}
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}
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else
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// Next we clamp the scale to the non-physical min/max
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{
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scale.x = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.x));
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// If not physical, then we clamp the scale to the non-physical min/max
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scale.y = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.y));
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scale.x = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.x));
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scale.z = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.z));
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scale.y = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.y));
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scale.z = Math.Max(World.m_minNonphys, Math.Min(World.m_maxNonphys, scale.z));
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}
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Vector3 tmp = part.Scale;
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Vector3 tmp = part.Scale;
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tmp.X = (float)scale.x;
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tmp.X = (float)scale.x;
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