Mantis#1446. Thank you kindly, Grumly57 for a patch
that solves "trees are too small when rezzed"0.6.0-stable
parent
d635b526e5
commit
bc32395775
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@ -1311,6 +1311,8 @@ namespace OpenSim.Region.Environment.Scenes
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{
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{
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rootPart.AddFlag(LLObject.ObjectFlags.Phantom);
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rootPart.AddFlag(LLObject.ObjectFlags.Phantom);
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//rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom;
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//rootPart.ObjectFlags += (uint)LLObject.ObjectFlags.Phantom;
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if (rootPart.Shape.PCode != (byte)PCode.Grass)
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AdaptTree(ref shape);
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}
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}
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// if not phantom, add to physics
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// if not phantom, add to physics
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sceneOb.ApplyPhysics(m_physicalPrim);
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sceneOb.ApplyPhysics(m_physicalPrim);
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@ -1319,6 +1321,26 @@ namespace OpenSim.Region.Environment.Scenes
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return sceneOb;
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return sceneOb;
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}
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}
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void AdaptTree(ref PrimitiveBaseShape tree)
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{
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// Tree size has to be adapted depending on its type
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switch((Tree)tree.State)
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{
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case Tree.Cypress1:
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case Tree.Cypress2:
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tree.Scale = new LLVector3(4, 4, 10);
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break;
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// case... other tree types
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// tree.Scale = new LLVector3(?, ?, ?);
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// break;
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default:
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tree.Scale = new LLVector3(4, 4, 4);
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break;
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}
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}
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public SceneObjectGroup AddTree(LLVector3 scale, LLQuaternion rotation, LLVector3 position,
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public SceneObjectGroup AddTree(LLVector3 scale, LLQuaternion rotation, LLVector3 position,
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Tree treeType, bool newTree)
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Tree treeType, bool newTree)
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{
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{
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