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authorAdam Frisby2008-05-09 03:19:20 +0000
committerAdam Frisby2008-05-09 03:19:20 +0000
commit9f1c0337572b4eb3814cd634dd25148be7de864c (patch)
treed2cd399fc2bf4d78ab4d40dd08d2fc422ced4d41 /OpenSim/Region
parent* Applying Dahlia's Triangular hole in a cube peg patch. Fixes the hollow or... (diff)
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* Minor tweak to TerrainChannel
* Minor tweak to Permissions/PermissionsModule.cs
Diffstat (limited to 'OpenSim/Region')
-rw-r--r--OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs2
-rw-r--r--OpenSim/Region/Environment/Modules/World/Terrain/TerrainChannel.cs13
2 files changed, 8 insertions, 7 deletions
diff --git a/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs b/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs
index 16cd211..4e31ae6 100644
--- a/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs
+++ b/OpenSim/Region/Environment/Modules/World/Permissions/PermissionsModule.cs
@@ -131,7 +131,7 @@ namespace OpenSim.Region.Environment.Modules.World.Permissions
131 return false; 131 return false;
132 } 132 }
133 133
134 public bool IsEstateManager(LLUUID user) 134 protected bool IsEstateManager(LLUUID user)
135 { 135 {
136 if (m_bypassPermissions) 136 if (m_bypassPermissions)
137 { 137 {
diff --git a/OpenSim/Region/Environment/Modules/World/Terrain/TerrainChannel.cs b/OpenSim/Region/Environment/Modules/World/Terrain/TerrainChannel.cs
index 305818f..1399960 100644
--- a/OpenSim/Region/Environment/Modules/World/Terrain/TerrainChannel.cs
+++ b/OpenSim/Region/Environment/Modules/World/Terrain/TerrainChannel.cs
@@ -49,12 +49,13 @@ namespace OpenSim.Region.Environment.Modules.World.Terrain
49 int y; 49 int y;
50 for (y = 0; y < Constants.RegionSize; y++) 50 for (y = 0; y < Constants.RegionSize; y++)
51 { 51 {
52 map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 3, 0.25) * 10; 52 map[x, y] = TerrainUtil.PerlinNoise2D(x, y, 2, 0.125) * 10;
53 double spherFac = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01; 53 double spherFacA = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 50) * 0.01;
54 if (map[x, y] < spherFac) 54 double spherFacB = TerrainUtil.SphericalFactor(x, y, Constants.RegionSize / 2.0, Constants.RegionSize / 2.0, 100) * 0.001;
55 { 55 if (map[x, y] < spherFacA)
56 map[x, y] = spherFac; 56 map[x, y] = spherFacA;
57 } 57 if (map[x, y] < spherFacB)
58 map[x, y] = spherFacB;
58 } 59 }
59 } 60 }
60 } 61 }