* Small bugfix: Avatar rezzing from grid mode should no longer place you underground if you have terrain of reasonable height.
parent
3c261876a1
commit
7347f146c6
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@ -118,6 +118,12 @@ namespace OpenSim
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{
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this.m_child = m_authenticateSessionsHandler.GetAgentChildStatus(initialcirpack.CircuitCode.Code);
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this.startpos = m_authenticateSessionsHandler.GetPosition(initialcirpack.CircuitCode.Code);
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// Dont rez new users underground
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float aboveGround = 3.0f; // rez at least 3 meters above ground
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if (this.startpos.Z < (m_world.Terrain[(int)this.startpos.X, (int)this.startpos.Y] + aboveGround))
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this.startpos.Z = m_world.Terrain[(int)this.startpos.X, (int)this.startpos.Y] + aboveGround;
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//Console.WriteLine("start pos is " + this.startpos.X + " , " + this.startpos.Y + " , " + this.startpos.Z);
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}
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else
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@ -378,6 +378,7 @@ namespace OpenSim.world
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PData.PathTaperY = objupdate.ObjectData[0].PathTaperY = addPacket.ObjectData.PathTaperY;
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PData.PathTwist = objupdate.ObjectData[0].PathTwist = addPacket.ObjectData.PathTwist;
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PData.PathTwistBegin = objupdate.ObjectData[0].PathTwistBegin = addPacket.ObjectData.PathTwistBegin;
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objupdate.ObjectData[0].ID = (uint)(localID);
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objupdate.ObjectData[0].FullID = new LLUUID("edba7151-5857-acc5-b30b-f01efef" + (localID - 702000).ToString("00000"));
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objupdate.ObjectData[0].ObjectData = new byte[60];
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