From 634d85a30d2b859b1623a12767fbc0fa3ca32ceb Mon Sep 17 00:00:00 2001 From: Mandarinka Tasty Date: Sat, 28 May 2016 04:49:21 +0200 Subject: [PATCH] Detection of Cylinder and Prism for flexi prims Signed-off-by: Mandarinka Tasty Signed-off-by: Diva Canto --- OpenSim/Region/Framework/Scenes/SceneObjectPart.cs | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs index b4feb9a870..445a6db6bb 100644 --- a/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs +++ b/OpenSim/Region/Framework/Scenes/SceneObjectPart.cs @@ -3795,7 +3795,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter } else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.Circle) { - if (Shape.PathCurve == (byte)Extrusion.Straight) + if (Shape.PathCurve == (byte)Extrusion.Straight || Shape.PathCurve == (byte)Extrusion.Flexible) return PrimType.CYLINDER; // ProfileCurve seems to combine hole shape and profile curve so we need to only compare against the lower 3 bits else if (Shape.PathCurve == (byte)Extrusion.Curve1) @@ -3808,7 +3808,7 @@ SendFullUpdateToClient(remoteClient, Position) ignores position parameter } else if ((Shape.ProfileCurve & 0x07) == (byte)ProfileShape.EquilateralTriangle) { - if (Shape.PathCurve == (byte)Extrusion.Straight) + if (Shape.PathCurve == (byte)Extrusion.Straight || Shape.PathCurve == (byte)Extrusion.Flexible) return PrimType.PRISM; else if (Shape.PathCurve == (byte)Extrusion.Curve1) return PrimType.RING;