i think only base is implemented, its rather more complex than you think. The second step would be adding inventory control (how are coalesced objects handled by inventory when you "take") and physics ( when you rezz coalesced objects) and prim information (position, size, shape/type, textures etc. of each prim within coalesced objects) all this is a big amount of coding...
coalesced objects are handy for small builds or for temporarily take something, for bigger and more complex build i would do it the old fashion way, link everything. dutch ----- -- View this message in context: http://opensim-users.2152040.n2.nabble.com/coalesced-objects-tp6237261p6243251.html Sent from the opensim-users mailing list archive at Nabble.com. _______________________________________________ Opensim-users mailing list [email protected] https://lists.berlios.de/mailman/listinfo/opensim-users
